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Why FR Is "Hated"
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<blockquote data-quote="MechaPilot" data-source="post: 7133399" data-attributes="member: 82779"><p>He's not the only one who took it that way. Maybe the tone you wished to convey somehow got lost in the wording of your response.</p><p></p><p></p><p></p><p></p><p>I have done that for years. I have been DM'ing since AD&D 2e, and I didn't start using published adventures until 5e. I started using them because trying to create my own adventures while working, helping to care for an elderly parent, and pursuing a Masters degree is exceedingly difficult to fit into my very limited free time.</p><p></p><p></p><p></p><p></p><p>I learned that one long ago, but thanks for the tip. Also, that's part of the work of running an published adventure; it cuts down on reference time during play.</p><p></p><p></p><p></p><p></p><p></p><p>Speaking only from my personal experience, that's not strictly true. Making minor adaptations to something that's already been made is always going to be easier than creating from whole cloth. The question is, do I have to make only minor adaptations? Or will the adaptions be so significant that I'm better off looking for another adventure.</p><p></p><p>This is part of the reason why I like published adventures that take place on islands. I can drop a relatively small island anywhere in the world without changing the overall world. I can even smite it when the PCs are done having their fun there; the fact that it's an island means it largely won't be missed by the rest of the game world.</p><p></p><p></p><p></p><p></p><p>Actually, no. You're incorrect here. Allow me to quote [MENTION=5100]Mercule[/MENTION] for reference, and because his reply is quite pertinent to my situation as well:</p><p></p><p></p><p></p><p>I don't mind doing some work to tweak an adventure. For example, because I don't allow +X magic items in my game, I'm always going to have to do some work to replace them with other treasure (or replacing the +X with a different benefit). I don't mind doing this, because it preserves the kind of game I want to run.</p><p></p><p>I also typically inflate the HPs of the enemies they fight (from average to maximum). I prefer more of the social side of things, but they love combat. So, I make sure they get to enjoy a good fight with either 1) tougher enemies or 2) more enemies. The game is as much for them as it is for me, so I don't mind doing that.</p><p></p><p>It's only when the other required changes go beyond, as [MENTION=5100]Mercule[/MENTION] put it, "nominal adjustments" that it starts to become onerous to adapt an adventure than to use a different one.</p><p></p><p></p><p></p><p></p><p>IDK about "easier than ever." I don't feel 5e makes creating and running your own adventures any easier than 4e did. But, you're correct that it's certainly easier than 3e. And, it's definitely easier than 2e; because, like 4e, at least I have some good guidelines for building encounters to desired challenge levels (whether those be easy, normal, difficult, or lethal), and I'm not forced to relying on 2e-style random encounter tables that could often throw far too much at the party.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7133399, member: 82779"] He's not the only one who took it that way. Maybe the tone you wished to convey somehow got lost in the wording of your response. I have done that for years. I have been DM'ing since AD&D 2e, and I didn't start using published adventures until 5e. I started using them because trying to create my own adventures while working, helping to care for an elderly parent, and pursuing a Masters degree is exceedingly difficult to fit into my very limited free time. I learned that one long ago, but thanks for the tip. Also, that's part of the work of running an published adventure; it cuts down on reference time during play. Speaking only from my personal experience, that's not strictly true. Making minor adaptations to something that's already been made is always going to be easier than creating from whole cloth. The question is, do I have to make only minor adaptations? Or will the adaptions be so significant that I'm better off looking for another adventure. This is part of the reason why I like published adventures that take place on islands. I can drop a relatively small island anywhere in the world without changing the overall world. I can even smite it when the PCs are done having their fun there; the fact that it's an island means it largely won't be missed by the rest of the game world. Actually, no. You're incorrect here. Allow me to quote [MENTION=5100]Mercule[/MENTION] for reference, and because his reply is quite pertinent to my situation as well: I don't mind doing some work to tweak an adventure. For example, because I don't allow +X magic items in my game, I'm always going to have to do some work to replace them with other treasure (or replacing the +X with a different benefit). I don't mind doing this, because it preserves the kind of game I want to run. I also typically inflate the HPs of the enemies they fight (from average to maximum). I prefer more of the social side of things, but they love combat. So, I make sure they get to enjoy a good fight with either 1) tougher enemies or 2) more enemies. The game is as much for them as it is for me, so I don't mind doing that. It's only when the other required changes go beyond, as [MENTION=5100]Mercule[/MENTION] put it, "nominal adjustments" that it starts to become onerous to adapt an adventure than to use a different one. IDK about "easier than ever." I don't feel 5e makes creating and running your own adventures any easier than 4e did. But, you're correct that it's certainly easier than 3e. And, it's definitely easier than 2e; because, like 4e, at least I have some good guidelines for building encounters to desired challenge levels (whether those be easy, normal, difficult, or lethal), and I'm not forced to relying on 2e-style random encounter tables that could often throw far too much at the party. [/QUOTE]
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