Hey folks!
Today's post is a mix of theory and an actual play anecdote from my ongoing Red Hand of Doom game. It's not breaking particularly new ground - there are a ton of other bloggers that have tackled this topic (I'll list several of those posts at the end, for further reading). However, it's advice that I think a lot of Pathfinder players in particular would really benefit from hearing (and also 5e players, I guess - really anyone who tends to play more linear modules/APs).
It can be really easy when running a more linear adventure to focus on just keeping things moving, on getting from one plot point or location to the next. Some adventures take this to the extreme and do not function as a result, but even adventures that are on the spectrum of decent to good (like most Pathfinder APs) can fall into some of the same traps. In addition, while I agree that Pathfinder is great for improvising a lot of things, there's also so much going on, so many rules, that a lot of newer GMs in particular often feel overwhelmed and struggle to do so.
So, today we're going to talk about Chrono Trigger, Red Hand of Doom, APs, and the importance of choice. To be clear, I will NOT be arguing that you not run APs - instead, I'll be giving advice for capturing the best part of roleplaying games even when you do.
Let's jump in!