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Bruce Nesmith Interview: 1 month, 1 32 page module
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<blockquote data-quote="Jester David" data-source="post: 7673188" data-attributes="member: 37579"><p>First, I'd recommend <em>Princes of the Apocalypse</em> because it's story is pretty paper thin. It's pretty much "evil cults are doing evil" followed by thirteen dungeon locations. It sounds pretty close to exactly what you want. </p><p></p><p>Second, it's really not that hard to ignore a plot in an adventure. It's really a matter of just ignoring some details and just using the adventure location and included monsters. It's as close to zero effort as possible. If you wanted to take one of the Tyranny of Dragons modules and pull out all the adventure locations and repurpose them, it's super, super easy. </p><p>What's not easy and effortless is taking a barebones skeletal location and making it part of adventure. Turning a location and giving it a plot. That's work. And it's not even work you can do on-the-fly at the gametable but requires some forethought and preparation.</p><p></p><p>Ditto the guidance. I don't need a lot of help running or planning an adventure, because I have 20+ years of experience at D&D. But I can't fault people for being less experienced than me. And just because I learned how to do adventures with almost no hand holding, doesn't mean I fault other people from not wanting to do the same, for wanting a little assistance. </p><p>The easier it is to pick up an adventure and start playing, the easier it is for new people to get into the hobby. </p><p></p><p>I'm try to be pretty open to other playstyles and encouraging people to do what they want. Which is why I'm arguing with you. You're pushing for your playstyle at the exclusion of those who do want story. You'd rather they do a LOT more work so you don't have to do a minor amount of extra work.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7673188, member: 37579"] First, I'd recommend [I]Princes of the Apocalypse[/I] because it's story is pretty paper thin. It's pretty much "evil cults are doing evil" followed by thirteen dungeon locations. It sounds pretty close to exactly what you want. Second, it's really not that hard to ignore a plot in an adventure. It's really a matter of just ignoring some details and just using the adventure location and included monsters. It's as close to zero effort as possible. If you wanted to take one of the Tyranny of Dragons modules and pull out all the adventure locations and repurpose them, it's super, super easy. What's not easy and effortless is taking a barebones skeletal location and making it part of adventure. Turning a location and giving it a plot. That's work. And it's not even work you can do on-the-fly at the gametable but requires some forethought and preparation. Ditto the guidance. I don't need a lot of help running or planning an adventure, because I have 20+ years of experience at D&D. But I can't fault people for being less experienced than me. And just because I learned how to do adventures with almost no hand holding, doesn't mean I fault other people from not wanting to do the same, for wanting a little assistance. The easier it is to pick up an adventure and start playing, the easier it is for new people to get into the hobby. I'm try to be pretty open to other playstyles and encouraging people to do what they want. Which is why I'm arguing with you. You're pushing for your playstyle at the exclusion of those who do want story. You'd rather they do a LOT more work so you don't have to do a minor amount of extra work. [/QUOTE]
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Bruce Nesmith Interview: 1 month, 1 32 page module
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