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<blockquote data-quote="kenada" data-source="post: 7826043" data-attributes="member: 70468"><p>I’d give them it <em>seems</em> more challenging, but I’m not sure it actually <em>is</em>. I agree with Morrus, it almost always requires more work to run a published adventure than to put together my own. It seems more challenging than it is because systems don’t really teach GMs how to put together an effective adventure. If all you’ve run or played are published adventures, then that’s how you think an adventure needs to be written, but modules (modern ones in particular) usually aren’t exemplars of adventure design.</p><p></p><p>The issue with Paizo’s adventures in particular is they’re usually designed to be read rather than be run, so their keys are generally not good. A moment that drove this home for me was when I was playing through Thornkeep at Origins, and the GM tried to run it out of the book. There were a handful of times when the game ground to a halt while he had to page around and look things up.</p><p></p><p>We’ll see what the GMG has to say on adventure design. I assume they’ll have at least some advice. If you have a good structure, running your own stuff requires very little actual work once things get going.</p></blockquote><p></p>
[QUOTE="kenada, post: 7826043, member: 70468"] I’d give them it [I]seems[/I] more challenging, but I’m not sure it actually [I]is[/I]. I agree with Morrus, it almost always requires more work to run a published adventure than to put together my own. It seems more challenging than it is because systems don’t really teach GMs how to put together an effective adventure. If all you’ve run or played are published adventures, then that’s how you think an adventure needs to be written, but modules (modern ones in particular) usually aren’t exemplars of adventure design. The issue with Paizo’s adventures in particular is they’re usually designed to be read rather than be run, so their keys are generally not good. A moment that drove this home for me was when I was playing through Thornkeep at Origins, and the GM tried to run it out of the book. There were a handful of times when the game ground to a halt while he had to page around and look things up. We’ll see what the GMG has to say on adventure design. I assume they’ll have at least some advice. If you have a good structure, running your own stuff requires very little actual work once things get going. [/QUOTE]
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