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General Tabletop Discussion
*TTRPGs General
Adventure Design Philosophy (was: Best D&D Adventures)
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<blockquote data-quote="Rechan" data-source="post: 4407568" data-attributes="member: 54846"><p>It's really funny how different my experience is from everyone here. I started out with 3e. I think the first adventure I ever bought (outside of Dungeon mags and "The Red Mask of Red Death" Ravenloft box, thinking it was a D&D game) was "The Speaker Of Dreams". I really liked it; never ran it, but I still dig it a whole lot, and wish I could run it sometime. </p><p></p><p>Only recently have I been looking up the "Classic" adventures. I crack them open, find just maps, list of rooms, and I scratch my head and say "What the hell is this? This is what people rave about? What's so great about it, and where's the <em>plot</em>?" The only old skewl module that seems to have a backstory is <em>The Night Below</em>.</p><p></p><p>I think many DMs are not afraid to yank something good out of an adventure. For instance, taking Paizo's "Burnt Offerings", and using the starting town for their own game unrelated to the rest of the adventure. </p><p></p><p>In fact, this is the sole reason I pick up modules. I've only ran two out of the box ("Three Days to Kill" and "The Hangman's Noose"). Others, I just rip off set pieces, villains, plots, or monsters. For instance, I am severely tempted to buy Thunderspire Labyrinth, purely for the adventure sites inside it. (Granted, I would've ran Paizo's Crimson Throne adventure path if my players had been interested).</p><p></p><p>Except that it can be equally as frustrating. For example, take Thunderspire Labyrinth:</p><p></p><p>[sblock]So you go into one dungeon to rescue hostages. You go through, get a few, and then WHOOPS, you find out that there is another survivor in another dungeon. Rinse, repeat. That can be very frustrating, instead of rewarding.[/sblock]</p></blockquote><p></p>
[QUOTE="Rechan, post: 4407568, member: 54846"] It's really funny how different my experience is from everyone here. I started out with 3e. I think the first adventure I ever bought (outside of Dungeon mags and "The Red Mask of Red Death" Ravenloft box, thinking it was a D&D game) was "The Speaker Of Dreams". I really liked it; never ran it, but I still dig it a whole lot, and wish I could run it sometime. Only recently have I been looking up the "Classic" adventures. I crack them open, find just maps, list of rooms, and I scratch my head and say "What the hell is this? This is what people rave about? What's so great about it, and where's the [I]plot[/I]?" The only old skewl module that seems to have a backstory is [i]The Night Below[/i]. I think many DMs are not afraid to yank something good out of an adventure. For instance, taking Paizo's "Burnt Offerings", and using the starting town for their own game unrelated to the rest of the adventure. In fact, this is the sole reason I pick up modules. I've only ran two out of the box ("Three Days to Kill" and "The Hangman's Noose"). Others, I just rip off set pieces, villains, plots, or monsters. For instance, I am severely tempted to buy Thunderspire Labyrinth, purely for the adventure sites inside it. (Granted, I would've ran Paizo's Crimson Throne adventure path if my players had been interested). Except that it can be equally as frustrating. For example, take Thunderspire Labyrinth: [sblock]So you go into one dungeon to rescue hostages. You go through, get a few, and then WHOOPS, you find out that there is another survivor in another dungeon. Rinse, repeat. That can be very frustrating, instead of rewarding.[/sblock] [/QUOTE]
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