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<blockquote data-quote="Hunter" data-source="post: 1238187" data-attributes="member: 14845"><p>I use adventures. They are helpful and convenient when you don’t have a lot of time to generate a dungeon/locale/city scenario yourself. </p><p>Ad libbing is fun and challenging but if your players are ravenous for more plot/adventure/dungeon locales you can find yourself very exhausted very quickly. </p><p></p><p>Then there are other times when your just stuck with writer’s block. So then an adventure can be very useful and needed. </p><p>I think being too generic loses the customers interest to buy and too specialized/unique an adventure may not fit into a given campaign setting. </p><p></p><p>Although unique adventures definitely have their place, and if a DM doesn’t need one at the moment, if he’s playing a long running game, sooner or later his players will venture into unkown realms.</p><p>It’s a difficult decision to make because everyone’s fantasy game is different. It’s also what makes the game in general awesome!</p><p></p><p>I would buy an adventure setting that works like a microcosm campaign world that can be used for future adventures as well as a place that players enjoy to role play in rest/heal/train.</p><p></p><p>Maybe like the Village of Thumble where the players have the option to play evil characters. </p><p></p><p>Players working from within the dungeon (as evil NPCs) </p><p>with the surrounding kingdoms, fiefdoms as their monsters/treasure/magic items to garner.</p><p></p><p>Their objective would be to build the power structure of the dungeon while subjugating the surronding countryside.</p><p></p><p>With an option like this in a module a DM could theoretically create two player groups. One evil, one good. </p><p></p><p>The good party would have to first investigate/explore the strange goings ons/raids of the evil party (who is based in the dungeon secretly). </p><p></p><p>As raids or whatever continues, the good party eventually finds the ruins/dungeon of the evil players. Then you have the possibility and challenge of a group of players facing another group of players in a tactical/strategy game but in a dungeon locale. As the plot thickens, some players die (roll up new characters) change sides. It would be a different outlook/angle on the traditional dungeon crawl.</p><p></p><p>Hunter</p></blockquote><p></p>
[QUOTE="Hunter, post: 1238187, member: 14845"] I use adventures. They are helpful and convenient when you don’t have a lot of time to generate a dungeon/locale/city scenario yourself. Ad libbing is fun and challenging but if your players are ravenous for more plot/adventure/dungeon locales you can find yourself very exhausted very quickly. Then there are other times when your just stuck with writer’s block. So then an adventure can be very useful and needed. I think being too generic loses the customers interest to buy and too specialized/unique an adventure may not fit into a given campaign setting. Although unique adventures definitely have their place, and if a DM doesn’t need one at the moment, if he’s playing a long running game, sooner or later his players will venture into unkown realms. It’s a difficult decision to make because everyone’s fantasy game is different. It’s also what makes the game in general awesome! I would buy an adventure setting that works like a microcosm campaign world that can be used for future adventures as well as a place that players enjoy to role play in rest/heal/train. Maybe like the Village of Thumble where the players have the option to play evil characters. Players working from within the dungeon (as evil NPCs) with the surrounding kingdoms, fiefdoms as their monsters/treasure/magic items to garner. Their objective would be to build the power structure of the dungeon while subjugating the surronding countryside. With an option like this in a module a DM could theoretically create two player groups. One evil, one good. The good party would have to first investigate/explore the strange goings ons/raids of the evil party (who is based in the dungeon secretly). As raids or whatever continues, the good party eventually finds the ruins/dungeon of the evil players. Then you have the possibility and challenge of a group of players facing another group of players in a tactical/strategy game but in a dungeon locale. As the plot thickens, some players die (roll up new characters) change sides. It would be a different outlook/angle on the traditional dungeon crawl. Hunter [/QUOTE]
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