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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="Frostmarrow" data-source="post: 5829008" data-attributes="member: 1122"><p>One interesting thing is how Sunless Citadel occasionally is mentioned as a classic. SC is a pretty decent adventure but nothing out of the ordinary. However, since SC was the first adventure in the 3E line it gets a mention anyway. I think people wish SC was great even though it wasn't (please feel free to disagree).</p><p></p><p>Death in Freeport on the other hand was great. Not only was it a good adventure in an interesting (if derived) setting it was also followed by two more adventures of great quality.</p><p></p><p>This goes to show that a new edition needs a new adventure path and that such an adventure path need to be great. I find it strange WoTC have such problems creating a great starter adventure when the DDI is shockful of adventures from fine writers.</p><p></p><p>I hope WoTC will get rid of the old idea that a D&D adventure must follow the pattern: Village troubled by nearby dungeon, and aim for something more exciting. Such as: Village full of clues lead to various dundgeons in the vicinity, where many but not all form a pattern in the end.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5829008, member: 1122"] One interesting thing is how Sunless Citadel occasionally is mentioned as a classic. SC is a pretty decent adventure but nothing out of the ordinary. However, since SC was the first adventure in the 3E line it gets a mention anyway. I think people wish SC was great even though it wasn't (please feel free to disagree). Death in Freeport on the other hand was great. Not only was it a good adventure in an interesting (if derived) setting it was also followed by two more adventures of great quality. This goes to show that a new edition needs a new adventure path and that such an adventure path need to be great. I find it strange WoTC have such problems creating a great starter adventure when the DDI is shockful of adventures from fine writers. I hope WoTC will get rid of the old idea that a D&D adventure must follow the pattern: Village troubled by nearby dungeon, and aim for something more exciting. Such as: Village full of clues lead to various dundgeons in the vicinity, where many but not all form a pattern in the end. [/QUOTE]
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Are adventures/modules more important than system?
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