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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="orangefruitbat" data-source="post: 1118327" data-attributes="member: 3013"><p><strong>NG is the backbone of my campaign</strong></p><p></p><p>NG has been the backbone of my last two campaigns. I’m a pretty creative guy who loves designing his own adventures, but work and home keep me too busy to spend a lot of time at things. I don’t want to spend my time drawing maps and crunching stats. So I like pre-made campaign worlds and pre-made adventures – but then customize them heavily (albeit with a lot of winging it). Think Babylon 5 – alternating meta-plot and standalone adventures (not that I can compare to the illustrious JMS in terms of story craft).</p><p></p><p>The first game was in Scarred Lands, and the second game is in the Forgotten Realms. Very different worlds, with different assumptions of how things work. So any adventure I run has to fit into the campaign (It’s a lot harder to do this in SL because of the unique history and cosmology of the place). </p><p></p><p>What I don’t want are 3 part adventures between two giant kingdoms, whose back story takes up two pages of the module. I want things I can drop into my game quickly – I want a cavern complex for the cultists planning to overthrow the kingdom or a deadly forest that the party has to travel through to find the hermit who knows the secret of the king’s bastard children. I don’t want linear adventures, cause I’m mixing things up with my overall campaign plot. Plus the fact that my players are notorious for not doing what I want and unerringly seeking out the end of the adventure (20 minutes in to Death in Freeport and they want to check out the lighthouse – the other two adventures aren’t even published yet). I was also one of the 20,000 who purchased the Crucible of Freya. Combined with the online freebies, it’s one of the best introductory adventures available (blows Keep on the Borderlands out of the water). I’ve run this module 3 times now, and each time it was different.</p><p></p><p>At the same time, I’m not huge into pure dungeon crawls. I like dungeons, but more than three or four fights in an evening gets tedious. And an area filled with traps means the rogue moves slowly, searching every 5’ square, and everyone else stands 35’ back. Kinda boring. So our party only entered three levels of Rappan Athuk and that was to find the remains of a comrade of one of the party members – who they discovered was now a skeletal warrior guarding one of the levels. But I used other levels as standalone adventures so I got my money’s worth there too.</p><p></p><p>Right now, my campaign is drawing on the Grey Citadel, Vault of Larin Karr, as well as politics in Cormyr after the death of king Azoun IV. And it’s working pretty well.</p><p></p><p>Cheers</p><p></p><p>Orangefruitbat</p><p></p><p>PS- despite what I said above, I still really like the Freeport trilogy. Especially the third one, where the party goes to a ball with all the political bigwigs.</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 1118327, member: 3013"] [b]NG is the backbone of my campaign[/b] NG has been the backbone of my last two campaigns. I’m a pretty creative guy who loves designing his own adventures, but work and home keep me too busy to spend a lot of time at things. I don’t want to spend my time drawing maps and crunching stats. So I like pre-made campaign worlds and pre-made adventures – but then customize them heavily (albeit with a lot of winging it). Think Babylon 5 – alternating meta-plot and standalone adventures (not that I can compare to the illustrious JMS in terms of story craft). The first game was in Scarred Lands, and the second game is in the Forgotten Realms. Very different worlds, with different assumptions of how things work. So any adventure I run has to fit into the campaign (It’s a lot harder to do this in SL because of the unique history and cosmology of the place). What I don’t want are 3 part adventures between two giant kingdoms, whose back story takes up two pages of the module. I want things I can drop into my game quickly – I want a cavern complex for the cultists planning to overthrow the kingdom or a deadly forest that the party has to travel through to find the hermit who knows the secret of the king’s bastard children. I don’t want linear adventures, cause I’m mixing things up with my overall campaign plot. Plus the fact that my players are notorious for not doing what I want and unerringly seeking out the end of the adventure (20 minutes in to Death in Freeport and they want to check out the lighthouse – the other two adventures aren’t even published yet). I was also one of the 20,000 who purchased the Crucible of Freya. Combined with the online freebies, it’s one of the best introductory adventures available (blows Keep on the Borderlands out of the water). I’ve run this module 3 times now, and each time it was different. At the same time, I’m not huge into pure dungeon crawls. I like dungeons, but more than three or four fights in an evening gets tedious. And an area filled with traps means the rogue moves slowly, searching every 5’ square, and everyone else stands 35’ back. Kinda boring. So our party only entered three levels of Rappan Athuk and that was to find the remains of a comrade of one of the party members – who they discovered was now a skeletal warrior guarding one of the levels. But I used other levels as standalone adventures so I got my money’s worth there too. Right now, my campaign is drawing on the Grey Citadel, Vault of Larin Karr, as well as politics in Cormyr after the death of king Azoun IV. And it’s working pretty well. Cheers Orangefruitbat PS- despite what I said above, I still really like the Freeport trilogy. Especially the third one, where the party goes to a ball with all the political bigwigs. [/QUOTE]
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