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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Psion" data-source="post: 1118301" data-attributes="member: 172"><p>Speaking for myself, that is too much. Related to your point 1 below, sure, give me something I couldn't do myself. But I find that the more levels an adventure takes up, the harder it is to fit into an ongoing campaign. If my players are 5th, and I have something planned at 7th, an adventure for levels 5-10 is not going to do it too me.</p><p></p><p>Similarly, even if I like an adventure, I find adventures that last too long in one mode cramp my style. After running an adventure for a while, I like a change of pace. For that reason and adventure needs to one or more of</p><p>a) short (2 or 3 sessions)</p><p>b) have variety</p><p>c) have exit avenues.</p><p></p><p>Accordingly, I think that large adventures that don't provide avenues for you to sidetrack or exit the adventure (the 2e adventure Night Below was particularly reprehensible in this manner) are no-sales for me.</p><p></p><p>FWIW, I think for a sizeable adventure, VoLK is pretty good on this score. It is sizable, but gives you options and makes it easy to step out or run other adventures.</p><p></p><p></p><p></p><p>Again, speaking for myself, for reasons cited above, I have become increasingly hesitant of large adventures. I know this is not universal, but I think as more GMs experience not getting all that they thought they would out of a long adventure, their buying habits will press in that direction.</p><p></p><p></p><p></p><p>Just so. Lots of people make the argument that dungeon is a better value. I have never found that to be particularly compelling, in part based on some NG adventures. With store-purchased adventures, I know what I am getting and can make the buying decision that corresponds to my style and current needs. With Dungeon, it's a bit more of a grab bag. Sure, one adventure may be good, but you also pay for 2 or 3 adventures you can't use. Since they moved to a smaller format, it's more like 1-3 adventures that you may or may not be able to use.</p><p></p><p></p><p></p><p>Too true.</p></blockquote><p></p>
[QUOTE="Psion, post: 1118301, member: 172"] Speaking for myself, that is too much. Related to your point 1 below, sure, give me something I couldn't do myself. But I find that the more levels an adventure takes up, the harder it is to fit into an ongoing campaign. If my players are 5th, and I have something planned at 7th, an adventure for levels 5-10 is not going to do it too me. Similarly, even if I like an adventure, I find adventures that last too long in one mode cramp my style. After running an adventure for a while, I like a change of pace. For that reason and adventure needs to one or more of a) short (2 or 3 sessions) b) have variety c) have exit avenues. Accordingly, I think that large adventures that don't provide avenues for you to sidetrack or exit the adventure (the 2e adventure Night Below was particularly reprehensible in this manner) are no-sales for me. FWIW, I think for a sizeable adventure, VoLK is pretty good on this score. It is sizable, but gives you options and makes it easy to step out or run other adventures. Again, speaking for myself, for reasons cited above, I have become increasingly hesitant of large adventures. I know this is not universal, but I think as more GMs experience not getting all that they thought they would out of a long adventure, their buying habits will press in that direction. Just so. Lots of people make the argument that dungeon is a better value. I have never found that to be particularly compelling, in part based on some NG adventures. With store-purchased adventures, I know what I am getting and can make the buying decision that corresponds to my style and current needs. With Dungeon, it's a bit more of a grab bag. Sure, one adventure may be good, but you also pay for 2 or 3 adventures you can't use. Since they moved to a smaller format, it's more like 1-3 adventures that you may or may not be able to use. Too true. [/QUOTE]
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