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General Tabletop Discussion
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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="MNblockhead" data-source="post: 7376445" data-attributes="member: 6796661"><p>I think you may be on to something here. The first couple years of playing 5e I was running a homebrew. I didn't buy any of the APs until Curse of Strahd--and that was mostly for nostalgic purposes and because I enjoyed reading it. I'm running CoS now that I've wrapped up my homebrew campaign, but I don't know if I'll ever get around to running Storm King's Thunder (SKT) or Tomb of Annihilation (TOA). I bought SKT because I thought I could use bits of it in my homebrew, but I didn't find must in it to repurpose--partly because of the way my campaign evolved, but also the material in that bookdidn't really lend itself that well. I suppose SKT and TOA should be easy to pull out bits to use in a homebrew, you can just grab one location and use it for a session in your own game. But I've never used them other than to enjoy reading. </p><p></p><p>You know which WotC adventure hardback I *did* get a lot of use out of? Tales from the Yawning Portal. I ran three of the adventures out of it in my homebrew. Once because I didn't have time to prepare and I kinda just shoehorned Hidden Shrine of Tamoachan in because it fit into the location they were at and it made a thematically appropriate side adventure. Another time only one player could make it and rather than cancel, his character followed a lead and did a side adventure to Forge of Fury, which was well below his level at that point, but was still a nice challenge as a solo adventure for him. The third time was running the party through Tomb of Horrors just for fun--we didn't treat it as an actual part of the campaign. </p><p></p><p>This is why I miss the old 1e modules. You didn't have to invest $30 and 20 sessions. You could mix purchased with homebrew. Or brew a campaign from many disparate modules. You didn't have to be in the jungles for 20 sessions. Just a couple sessions and then move on to a desert adventure. Sometime it is satisfying to have a nice tight story arc and consistent theme--that's what I'm enjoying with CoS now. But other times (most of the time) I like to run my campaigns more like a Conan or Fafhrd and the Grey Mouser book. A bit of frozen tundra survival one session, jungle-temple horror the next, high-seas piracy in another, leading an army in antother, top it all off with some palace intrique and gonzo elder-horror diversions.</p><p></p><p>So, I also hope to see more books like TotYP, but I would hope that rather than recycling old adventure, they highlight the best of DMs Guild and give new authors a chance. Mix new work from the old guard, attract new players with adventures from Matt Colville and Matt Mercer, and include some from names few people have heard of but that are doing great work in DMs Guild. Include links to VTT-ready images and PDF's of print-friendly battlemaps and 2D miniatures and terrain. Even 3D-printer files. </p><p></p><p>Currently, I meet this need with Kickstarter, because I can get the physical book with nice formatting and artwork and many also come with pawns and other adventure-custom aids. Patreon has been less useful for adventures with the exceptions of EN5ider, which has been a great reasource. </p><p></p><p>I'm not throwing myself into the business argument here, but it does feel to me like there is a lot of untapped potential for what can be WotC can do with their adventure material.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7376445, member: 6796661"] I think you may be on to something here. The first couple years of playing 5e I was running a homebrew. I didn't buy any of the APs until Curse of Strahd--and that was mostly for nostalgic purposes and because I enjoyed reading it. I'm running CoS now that I've wrapped up my homebrew campaign, but I don't know if I'll ever get around to running Storm King's Thunder (SKT) or Tomb of Annihilation (TOA). I bought SKT because I thought I could use bits of it in my homebrew, but I didn't find must in it to repurpose--partly because of the way my campaign evolved, but also the material in that bookdidn't really lend itself that well. I suppose SKT and TOA should be easy to pull out bits to use in a homebrew, you can just grab one location and use it for a session in your own game. But I've never used them other than to enjoy reading. You know which WotC adventure hardback I *did* get a lot of use out of? Tales from the Yawning Portal. I ran three of the adventures out of it in my homebrew. Once because I didn't have time to prepare and I kinda just shoehorned Hidden Shrine of Tamoachan in because it fit into the location they were at and it made a thematically appropriate side adventure. Another time only one player could make it and rather than cancel, his character followed a lead and did a side adventure to Forge of Fury, which was well below his level at that point, but was still a nice challenge as a solo adventure for him. The third time was running the party through Tomb of Horrors just for fun--we didn't treat it as an actual part of the campaign. This is why I miss the old 1e modules. You didn't have to invest $30 and 20 sessions. You could mix purchased with homebrew. Or brew a campaign from many disparate modules. You didn't have to be in the jungles for 20 sessions. Just a couple sessions and then move on to a desert adventure. Sometime it is satisfying to have a nice tight story arc and consistent theme--that's what I'm enjoying with CoS now. But other times (most of the time) I like to run my campaigns more like a Conan or Fafhrd and the Grey Mouser book. A bit of frozen tundra survival one session, jungle-temple horror the next, high-seas piracy in another, leading an army in antother, top it all off with some palace intrique and gonzo elder-horror diversions. So, I also hope to see more books like TotYP, but I would hope that rather than recycling old adventure, they highlight the best of DMs Guild and give new authors a chance. Mix new work from the old guard, attract new players with adventures from Matt Colville and Matt Mercer, and include some from names few people have heard of but that are doing great work in DMs Guild. Include links to VTT-ready images and PDF's of print-friendly battlemaps and 2D miniatures and terrain. Even 3D-printer files. Currently, I meet this need with Kickstarter, because I can get the physical book with nice formatting and artwork and many also come with pawns and other adventure-custom aids. Patreon has been less useful for adventures with the exceptions of EN5ider, which has been a great reasource. I'm not throwing myself into the business argument here, but it does feel to me like there is a lot of untapped potential for what can be WotC can do with their adventure material. [/QUOTE]
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