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Adventure seeds that are not quests
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<blockquote data-quote="Libramarian" data-source="post: 7144955" data-attributes="member: 6688858"><p>Good point. There's no reason a map has to have the same level of detail everywhere.</p><p></p><p></p><p>*nods* I like it.</p><p></p><p></p><p>While I think there are differences among groups and players in this respect, I think much of the time players just don't have enough information. I think a common DMing instinct ( I suffer from this myself) is to make these non-quest activities too layered. E.g. you want the PCs to search for alchemical or crafting ingredients, but first they have to find the recipes. Maybe they even have to find a trainer or something first. You want players to research new spells, but the spell research rules are in the DMG so ostensibly you wait until they declare that they want to do some spell research before breaking out these rules. Etc.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 7144955, member: 6688858"] Good point. There's no reason a map has to have the same level of detail everywhere. *nods* I like it. While I think there are differences among groups and players in this respect, I think much of the time players just don't have enough information. I think a common DMing instinct ( I suffer from this myself) is to make these non-quest activities too layered. E.g. you want the PCs to search for alchemical or crafting ingredients, but first they have to find the recipes. Maybe they even have to find a trainer or something first. You want players to research new spells, but the spell research rules are in the DMG so ostensibly you wait until they declare that they want to do some spell research before breaking out these rules. Etc. [/QUOTE]
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