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Are Mega-Adventures / APs Bad?
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<blockquote data-quote="Celebrim" data-source="post: 3619333" data-attributes="member: 4937"><p>I wouldn't say that they are bad. In fact, they are quite good with high standards of quality and plenty to entertain.</p><p></p><p>What they are is enormously more complex to run than one shots and shorter adventures. They take more DM skill and preparation than a single 32 page adventure.</p><p></p><p>What you describe to me is one of the bigger problems with published adventures in general. They give the illusion of being ready to play out of the box. This is never true. Any published module requires DM time investment in preparation, tweaking to fit the particular group, expanding on details that couldn't be fit into the limited space of the published document, and so forth if its to live up to its full potential.</p><p></p><p>And this is especially true of campaign length modules. I've time and time again heard the same set of complaints about campaign length modules, say the DL modules ('They are too railroady'). To which I can only respond, "You are the DM, not the book you are reading." The book is there to help you DM. It isn't there to replace you. The people that write campaign length modules are constrained by the space that they have to work with (and the time required to develop it). So, working within these constraints, all modules of this sort will seem railroady. It's up to you to handle what happens when the PC's want to go off the rails for a while gracefully, and not hammer them with the text from a book.</p><p></p><p>It's just that this is still only a fraction of the work that is involved in doing it all yourself, to say nothing of the fact that many of these writers are better than most the rest of us.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3619333, member: 4937"] I wouldn't say that they are bad. In fact, they are quite good with high standards of quality and plenty to entertain. What they are is enormously more complex to run than one shots and shorter adventures. They take more DM skill and preparation than a single 32 page adventure. What you describe to me is one of the bigger problems with published adventures in general. They give the illusion of being ready to play out of the box. This is never true. Any published module requires DM time investment in preparation, tweaking to fit the particular group, expanding on details that couldn't be fit into the limited space of the published document, and so forth if its to live up to its full potential. And this is especially true of campaign length modules. I've time and time again heard the same set of complaints about campaign length modules, say the DL modules ('They are too railroady'). To which I can only respond, "You are the DM, not the book you are reading." The book is there to help you DM. It isn't there to replace you. The people that write campaign length modules are constrained by the space that they have to work with (and the time required to develop it). So, working within these constraints, all modules of this sort will seem railroady. It's up to you to handle what happens when the PC's want to go off the rails for a while gracefully, and not hammer them with the text from a book. It's just that this is still only a fraction of the work that is involved in doing it all yourself, to say nothing of the fact that many of these writers are better than most the rest of us. [/QUOTE]
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