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Opinions: What makes a good adventure?
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<blockquote data-quote="Holy Bovine" data-source="post: 2379" data-attributes="member: 203"><p>Good adventures....hmmmm...wish i had the skill to run some of <em>those</em> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Seriously I feel a good adventure has to have a large variety of things for the PC's to do. As others have said just killing stuff or just talking gets old fast. But even beyond that I would suggest players also have options to go 'outside the book' and attempt things not covered by the adventure as written.</p><p></p><p>I love it when adventure writers give a little sidebar or note saying 'what to do if...' or even better 'further adventure ideas in...' You would be amazed how often those little 'further adventure ideas in..' blurbs have been turned into full blown adventures that superced the main one. Of course this usually results in some 'seat of the pants' DM-ing but that's always been one of my strong suits.</p><p></p><p>Interesting NPC's and locations always help even if is only something as simple a Weaponsmith with an unusal way to do inventory. </p><p></p><p>For example in my current campagin the party met a weaponsmith called Crazy Egor (yes stolen for the used games supplier but based off how his Gen Con booth was organized the year I went there). When they asked him if he had any silvered weapons he reached into a large barrel full of swords, daggers and whatnot and pulled out exactly what the PC wanted. Without a scratch on him. Got a few raised eyebrows at the table at the time. He also had a thing about tridents (but I won't go into that here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>*whew* long post. Don't know if any of it is helpful but there it is.</p></blockquote><p></p>
[QUOTE="Holy Bovine, post: 2379, member: 203"] Good adventures....hmmmm...wish i had the skill to run some of [I]those[/I] ;) Seriously I feel a good adventure has to have a large variety of things for the PC's to do. As others have said just killing stuff or just talking gets old fast. But even beyond that I would suggest players also have options to go 'outside the book' and attempt things not covered by the adventure as written. I love it when adventure writers give a little sidebar or note saying 'what to do if...' or even better 'further adventure ideas in...' You would be amazed how often those little 'further adventure ideas in..' blurbs have been turned into full blown adventures that superced the main one. Of course this usually results in some 'seat of the pants' DM-ing but that's always been one of my strong suits. Interesting NPC's and locations always help even if is only something as simple a Weaponsmith with an unusal way to do inventory. For example in my current campagin the party met a weaponsmith called Crazy Egor (yes stolen for the used games supplier but based off how his Gen Con booth was organized the year I went there). When they asked him if he had any silvered weapons he reached into a large barrel full of swords, daggers and whatnot and pulled out exactly what the PC wanted. Without a scratch on him. Got a few raised eyebrows at the table at the time. He also had a thing about tridents (but I won't go into that here :) ) *whew* long post. Don't know if any of it is helpful but there it is. [/QUOTE]
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