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Community
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: 5879132" data-attributes="member: 63"><p>One thought I had was how to let GMs know what an adventure contains. If I had enough of an art budget, I'd get an illustration of each big encounter, and the webpage for the adventure would showcase those with a brief vignette. </p><p></p><p>"<span style="font-size: 15px"><strong>Thrill</strong></span> as a mad scientist's flayed jaguars stalk the party while an earthquake floods his lab with necromantic oil!"</p><p></p><p>"<span style="font-size: 15px"><strong>Cheer</strong></span> as the party averts tragedy by thwarting assassins intent on detonating the magical capacitor an arcane warship - and the king with it!"</p><p></p><p>"<span style="font-size: 15px"><strong>Scream</strong></span> as a police precinct is overrun by tentacled horrors of some lunatic far realm!"</p><p></p><p>And then a brief description of the location, encounter level, and opponents.</p><p></p><p> </p><p></p><p>Also, I'm curious about some of the suggestions of "make sure the scenes are universal enough that they can be transported to other settings." It's a damned tough line to tread, being easy to borrow on one hand while being memorable and original on the other. </p><p></p><p>I think our setting is distinctive with pseudo-French tieflings commanding fleets of ironclad steam warships while the PCs act as CIA/MI-6 agents in a nation trying to stave off a rebellion by druids and fey titans who don't like all this newfangled technology. It gives players a unique experience. And I don't think it's really _that_ hard to file off some of the names and slot it into an existing campaign. But I do wonder if trying to stand out turns some people off.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5879132, member: 63"] One thought I had was how to let GMs know what an adventure contains. If I had enough of an art budget, I'd get an illustration of each big encounter, and the webpage for the adventure would showcase those with a brief vignette. "[size=4][b]Thrill[/b][/size] as a mad scientist's flayed jaguars stalk the party while an earthquake floods his lab with necromantic oil!" "[size=4][b]Cheer[/b][/size] as the party averts tragedy by thwarting assassins intent on detonating the magical capacitor an arcane warship - and the king with it!" "[size=4][b]Scream[/b][/size] as a police precinct is overrun by tentacled horrors of some lunatic far realm!" And then a brief description of the location, encounter level, and opponents. Also, I'm curious about some of the suggestions of "make sure the scenes are universal enough that they can be transported to other settings." It's a damned tough line to tread, being easy to borrow on one hand while being memorable and original on the other. I think our setting is distinctive with pseudo-French tieflings commanding fleets of ironclad steam warships while the PCs act as CIA/MI-6 agents in a nation trying to stave off a rebellion by druids and fey titans who don't like all this newfangled technology. It gives players a unique experience. And I don't think it's really _that_ hard to file off some of the names and slot it into an existing campaign. But I do wonder if trying to stand out turns some people off. [/QUOTE]
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Adventure paths suck (for homebrewers). How to improve their utility?
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