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"Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
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<blockquote data-quote="3catcircus" data-source="post: 7375795" data-attributes="member: 16077"><p>Yes - and no. The biggest problem I see is either you have a bunch of APs that are run in a vacuum, or you go the other way and have a bunch of completely random and unconnected adventures.</p><p></p><p>Take a look at any of the published adventures set in a published campaign - they're mostly clustered in a few areas, with a few outliers here and there. And if they aren't in a published campaign world (or if adapting to a different world), it's a lot of grunt work in many cases to do so. </p><p></p><p>What would help DMs of all experience levels would be for WotC to develop APs with deliberate branches and loops using standalone adventures. You could even have several APs criss-cross using standalone adventures. </p><p></p><p>That way, you give the players many bounded options rather than either too linear or too sandboxy with no structure while making it very easy for the DM to run.</p><p></p><p>Another thing that helped immensely was what they did with RHoD - that adventure could be dropped in to both FR and Eberron and the designers explicitly described how to do so. Too often, there ends up being any number of non-optimal homebrew locations that DMs come up with, but nothing from the designers.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7375795, member: 16077"] Yes - and no. The biggest problem I see is either you have a bunch of APs that are run in a vacuum, or you go the other way and have a bunch of completely random and unconnected adventures. Take a look at any of the published adventures set in a published campaign - they're mostly clustered in a few areas, with a few outliers here and there. And if they aren't in a published campaign world (or if adapting to a different world), it's a lot of grunt work in many cases to do so. What would help DMs of all experience levels would be for WotC to develop APs with deliberate branches and loops using standalone adventures. You could even have several APs criss-cross using standalone adventures. That way, you give the players many bounded options rather than either too linear or too sandboxy with no structure while making it very easy for the DM to run. Another thing that helped immensely was what they did with RHoD - that adventure could be dropped in to both FR and Eberron and the designers explicitly described how to do so. Too often, there ends up being any number of non-optimal homebrew locations that DMs come up with, but nothing from the designers. [/QUOTE]
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"Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
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