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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8165765"><p>I am objecting to the term scripted, and I am agreeing with your point here: these are not scripted adventures. Keep in mind, both videos we posted were not organically coming out of a typically campaign. The one I was running, was a location in a campaign book I wanted to playtest live as I was developing the basic ideas for it (so it was a dungeon scenario------which in the normal campaign is just a location that could come into play in a variety of ways). When I sit down to prep between sessions there really isn't a sense of 'this is the adventure the players are going on'. The game is too fluid and I am reacting too much to the things the players are doing. It is more like, okay here is what Lady 87 will be planning to do, here is how the Seven Demons respond to players killing twenty of their men, here is where the emperor moved his stash of heart boxes after the players broke into the statue of the bold king, etc. The players may have ongoing conflicts, but those are not adventures. Any 'adventures' are usually things the players just decide they want to do (for example that location I was running with Rob, Elliot, Adam and Deathblade, could arise if players decided they wanted to steal the Passionless Heart Manual----but even then that could play out so many different ways. It would only really come off as a dungeon adventure if they broke in and explored the place to steal it. But they might walk up to the front door and introduce themselves to the leader of the Four Uglies, and have some other plan, that doesn't involve any kind of dungeon exploration at all (because it is living complex that is a sect headquarters).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8165765"] I am objecting to the term scripted, and I am agreeing with your point here: these are not scripted adventures. Keep in mind, both videos we posted were not organically coming out of a typically campaign. The one I was running, was a location in a campaign book I wanted to playtest live as I was developing the basic ideas for it (so it was a dungeon scenario------which in the normal campaign is just a location that could come into play in a variety of ways). When I sit down to prep between sessions there really isn't a sense of 'this is the adventure the players are going on'. The game is too fluid and I am reacting too much to the things the players are doing. It is more like, okay here is what Lady 87 will be planning to do, here is how the Seven Demons respond to players killing twenty of their men, here is where the emperor moved his stash of heart boxes after the players broke into the statue of the bold king, etc. The players may have ongoing conflicts, but those are not adventures. Any 'adventures' are usually things the players just decide they want to do (for example that location I was running with Rob, Elliot, Adam and Deathblade, could arise if players decided they wanted to steal the Passionless Heart Manual----but even then that could play out so many different ways. It would only really come off as a dungeon adventure if they broke in and explored the place to steal it. But they might walk up to the front door and introduce themselves to the leader of the Four Uglies, and have some other plan, that doesn't involve any kind of dungeon exploration at all (because it is living complex that is a sect headquarters). [/QUOTE]
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