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General Tabletop Discussion
*TTRPGs General
Do you care if it is a premade adventure?
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<blockquote data-quote="Olaf the Stout" data-source="post: 3159155" data-attributes="member: 13703"><p>I think that running published adventures can be better or worse than one that the GM has written himself. It depends on a number of factors.</p><p></p><p>Firstly, some published adventures aren't that good. Some are very railroady. Others don't account for things like the use of Teleport or Fly, even though the PC's should have access to it given the level of the adventure. Some others have big plot holes in them and others just plain don't make sense!</p><p></p><p>Secondly, the GM has to make sure that he is familiar with the adventure before he tries to run it. Some GM's assume that pre-written means that they don't have to have read it before they try and run it for the group. Wrong! In my experience it generally makes for a bad experience trying to play through an adventure that the GM hasn't taken the time to actually prepare.</p><p></p><p>Thirdly, unless it is a one-shot, the GM should at least make an effort to try and link the adventure into the on-going campaign. Otherwise it can make for a very jarring campaign as the PC's go from one totally unrelated adventure to the next.</p><p></p><p>Having said all that, when I GM I generally only run pre-written adventures. However, I do add a lot of my own stuff on the side or throughout the adventure to help link it into the campaign. I also find that as the characters develop we spend more time doing things that aren't part of a published adventure.</p><p></p><p>Olaf the Stout</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 3159155, member: 13703"] I think that running published adventures can be better or worse than one that the GM has written himself. It depends on a number of factors. Firstly, some published adventures aren't that good. Some are very railroady. Others don't account for things like the use of Teleport or Fly, even though the PC's should have access to it given the level of the adventure. Some others have big plot holes in them and others just plain don't make sense! Secondly, the GM has to make sure that he is familiar with the adventure before he tries to run it. Some GM's assume that pre-written means that they don't have to have read it before they try and run it for the group. Wrong! In my experience it generally makes for a bad experience trying to play through an adventure that the GM hasn't taken the time to actually prepare. Thirdly, unless it is a one-shot, the GM should at least make an effort to try and link the adventure into the on-going campaign. Otherwise it can make for a very jarring campaign as the PC's go from one totally unrelated adventure to the next. Having said all that, when I GM I generally only run pre-written adventures. However, I do add a lot of my own stuff on the side or throughout the adventure to help link it into the campaign. I also find that as the characters develop we spend more time doing things that aren't part of a published adventure. Olaf the Stout [/QUOTE]
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