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[D&D] Best D&D-ish adventure that doesn't require a PhD?
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<blockquote data-quote="bjj8383" data-source="post: 7347481" data-attributes="member: 6699581"><p>I've run parts of Savage Tide and Expedition to Demonweb Pit, some of the older Pathfinder paths, and I spent today reading over the first installment of Age of Worms. And regarding all of them, I have one question: </p><p></p><p></p><p>Why the <strong>sh** fu**</strong> are these plots so bloody complicated?? I feel like in order to run these, either as a DM or player, you'd need a PhD and a wall-sized flow chart to make heads or tails of it. </p><p></p><p></p><p>The thing is, I'm DMing for a group at the moment who really, reallllly suck at that sort of detail work. They just want to have a plot-driven adventure that doesn't require the use of libraries of footnotes or mountains of spreadsheets. </p><p></p><p></p><p>So my pleading question is, what printed purchasable Lvl 1-20 adventure best fulfills these two criteria:</p><p></p><p></p><p>1) Plot: Keep it simple. No layers-up-layers of subterfuge and superfluous details.</p><p></p><p></p><p>2) If I'm paying for an adventure, I want it to bloody well contain ALL of the primary plot information I need. It seems to me that, of all the adventures I mentioned above, I somehow end up doing literally half of the work anyway. (And not because "every group is different" and I need to create stuff due to our unique shenanigans. I mean, in these printed adventures, there is usually zero work done to connect the dots. HOW do the PCs know to go to the plot-central castle? WHAT on earth does this artifact have to do with anything? If they don't find Important Clue #1, WHAT specifically do I do? If I'm forking out $50, I. Want. Straightforward. Instructions.)</p><p></p><p></p><p>By the way, I'm not limited to pure D&D. Pathfinder/3rd Party/Other are fine. </p><p></p><p></p><p>Thankyouthankyouthankyou for meaningful help!</p></blockquote><p></p>
[QUOTE="bjj8383, post: 7347481, member: 6699581"] I've run parts of Savage Tide and Expedition to Demonweb Pit, some of the older Pathfinder paths, and I spent today reading over the first installment of Age of Worms. And regarding all of them, I have one question: Why the [B]sh** fu**[/B] are these plots so bloody complicated?? I feel like in order to run these, either as a DM or player, you'd need a PhD and a wall-sized flow chart to make heads or tails of it. The thing is, I'm DMing for a group at the moment who really, reallllly suck at that sort of detail work. They just want to have a plot-driven adventure that doesn't require the use of libraries of footnotes or mountains of spreadsheets. So my pleading question is, what printed purchasable Lvl 1-20 adventure best fulfills these two criteria: 1) Plot: Keep it simple. No layers-up-layers of subterfuge and superfluous details. 2) If I'm paying for an adventure, I want it to bloody well contain ALL of the primary plot information I need. It seems to me that, of all the adventures I mentioned above, I somehow end up doing literally half of the work anyway. (And not because "every group is different" and I need to create stuff due to our unique shenanigans. I mean, in these printed adventures, there is usually zero work done to connect the dots. HOW do the PCs know to go to the plot-central castle? WHAT on earth does this artifact have to do with anything? If they don't find Important Clue #1, WHAT specifically do I do? If I'm forking out $50, I. Want. Straightforward. Instructions.) By the way, I'm not limited to pure D&D. Pathfinder/3rd Party/Other are fine. Thankyouthankyouthankyou for meaningful help! [/QUOTE]
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