Your Favorite Kind of Adventure

What is your favorite kind of adventure (choose more than one in order of preference)

  • Dungeon

    Votes: 25 39.7%
  • Wilderness

    Votes: 28 44.4%
  • City

    Votes: 30 47.6%
  • Investigation

    Votes: 24 38.1%
  • Intrigue and Politics

    Votes: 21 33.3%
  • Combat Heavy

    Votes: 13 20.6%
  • Exploration Heavy

    Votes: 34 54.0%
  • Other (Explain)

    Votes: 8 12.7%


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Any adventure that gives me the opportunity to kill, seduce, belittle, and loot someone is a good adventure for me. I can do it in the wilderness, I can do it in the dungeon. I can do it in the city, or take it to the sewers. If I can do all of the above to the same NPC; even better.
 


I didn't want to spam the poll so I didn't vote, but I would have said all of the above and more, except dungeons as a setting.

The question of setting and style presented here is sort of like asking whether I like Lovecraftian horror, raunchy black comedy, or high fantasy adventure. They're all good. I wouldn't want to limit myself to only one style.

Even within my last D&D campaign, I ran sessions that included little to no combat, and one that was mostly combat, some that were in the jungle and some in a big city and some in a farming village (and some in a desert). There was exploration, there was character exploration, and there was so much intrigue between numerous powerful groups it was hard to track; and that's just over 12 sessions. So, yeah. All of the above.
Gotta spread some XP around... yadda yadda. I totally agree, only I spammed the poll. ;)
 

They kind of pair off in my head:

1. City
1a. Intrigue & Politics

2. Wilderness
2a. Exploration

Somewhere between those two pairs is Military and Naval, not in the poll. Not quite the same as 'Combat Heavy' - big units and sometimes fleets. (Heroes of Battle remains one of my favorite 3.X books.)

The Auld Grump
 

Somewhere between those two pairs is Military and Naval, not in the poll. Not quite the same as 'Combat Heavy' - big units and sometimes fleets. (Heroes of Battle remains one of my favorite 3.X books.)

The Auld Grump

That is a good point. I should have included it. I ran a Heroes of Battle campaign. It was great.
 

Such enthusiasm for cities. Not sure GMs are getting enough medieval grit in there. Last place to go if you want to avoid the plague.

In that case, the wilderness is the last place you want to go to avoid exposure. Besides, a lot of people were enthusiastic for cities. Thus their becoming cities....
 

With the exception of an adventure that begins with: "<Party generates situation>", pretty much every adventure should have this structure. Even a hack-and-slash dungeon crawl should reveal something about the situation that allows the PCs to make an interesting decision about how to resolve the situation.

While I agree with that being a great adventure structure, you maybe should maybe not state that all adventures should run that way, as there are different thoughts on what is ideal.
 

I voted all, as I like em all.

A few of the other types or adventures and campaigns I like (with overlap of course):


War - an important war in which my characters can play a real stake

A good Quest

Recovery: of an ancient artifact or relic or device or invention

Combined: elements of multiple types of adventure

Great Hunt (or Tracking): maybe of a dangerous beast, a monster, a renegade, or a criminal

Naval, or Sea Adventures

Building of a fort or keep and others attacking me and me having to defend my property and break the siege

Besieging others

Single character adventures - often a Vad of a city, an underground area, or a dungeon

Spying and Espionage (which could be intrigue, or could be entirely different)

Enterprise: setting up of an enterprise or expedition that affects other adventures or campaigns

Kingmaking: a campaign designed to create a Lord or Leader of a character (or characters)

Discovery: rather than exploration of a particular site, unhindered travel around the world to discover new lands and cultures my character has never visited before, or discovery of something like a long dead race or civilization
 

For me city, then wilderness. I like GMing wilderness exploration, and wilderness is the easiest/most logical place for combat encounters; as a player I love cities since they're full of NPCs to talk to! Cities also make for great, interesting combat encounters. As far as dungeons go; I like short ones, I find mega-dungeons often tend to drag, especially in 3e & 4e D&D.
 

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