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General Tabletop Discussion
*Dungeons & Dragons
Adventure paths suck (for homebrewers). How to improve their utility?
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<blockquote data-quote="RangerWickett" data-source="post: 5878335" data-attributes="member: 63"><p>I admit, back in the days of print Dungeon magazine I had a subscription and loved reading the adventure paths, but I only ever ran one session of any of them. I can't even recall stealing any specific scenes for my home campaigns.</p><p></p><p>However, I do know that seeing a whole campaign planned from start to finish helped me prepare my own home games, to get a sense for how to plant seeds that could grow into major plot elements later, and to sprinkle NPCs and hints around copiously at low-level so they could pay off in high-level play. Of course, I got some of the same insights from reading Sagiro's storyhour, or reading people complain about LOST and Babylon 5's later seasons.</p><p></p><p>The first time I actually got excited to run a series of adventures from Dungeon was a trilogy set in Sharn with a criminal mastermind that reminded me of Moriarty. I set up a whole Eberron campaign with the PCs playing cops, and I foreshadowed all these events I was excited to run. And then just as the party reached the right level for the adventures, the game dissolved. But hell, at least I was inspired.</p><p></p><p>Now I publish adventure paths -- first WotBS, and now ZEITGEIST -- and I think for folks who run the whole campaign will get a great experience out of it. But what can I do to help homebrewing GMs? What have you been inspired by from adventures or adventure paths you've read? What do you think they could do better, layout-wise, or plot-wise, or maybe just advertising-wise to get you interested in checking them out?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5878335, member: 63"] I admit, back in the days of print Dungeon magazine I had a subscription and loved reading the adventure paths, but I only ever ran one session of any of them. I can't even recall stealing any specific scenes for my home campaigns. However, I do know that seeing a whole campaign planned from start to finish helped me prepare my own home games, to get a sense for how to plant seeds that could grow into major plot elements later, and to sprinkle NPCs and hints around copiously at low-level so they could pay off in high-level play. Of course, I got some of the same insights from reading Sagiro's storyhour, or reading people complain about LOST and Babylon 5's later seasons. The first time I actually got excited to run a series of adventures from Dungeon was a trilogy set in Sharn with a criminal mastermind that reminded me of Moriarty. I set up a whole Eberron campaign with the PCs playing cops, and I foreshadowed all these events I was excited to run. And then just as the party reached the right level for the adventures, the game dissolved. But hell, at least I was inspired. Now I publish adventure paths -- first WotBS, and now ZEITGEIST -- and I think for folks who run the whole campaign will get a great experience out of it. But what can I do to help homebrewing GMs? What have you been inspired by from adventures or adventure paths you've read? What do you think they could do better, layout-wise, or plot-wise, or maybe just advertising-wise to get you interested in checking them out? [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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