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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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Best non-linear adventure modules / mini-campaigns
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<blockquote data-quote="RangerWickett" data-source="post: 4050574" data-attributes="member: 63"><p>I've tried my damnedest for War of the Burning Sky to keep the adventures as flexible as possible while still having a structure. There's a war on, so you have objectives and missions, but you can go about those missions in a lot of ways, and even if you fail the campaign goes on; you're just going to have a harder time in the future.</p><p></p><p>For instance, the first adventure has the heroes meet a spy, get some military plans from him, and then try to escape a city that is under attack. We suggest what the most likely order of action is, but the city is fairly fleshed out, and there are a lot of ways to achieve your goals. </p><p></p><p>In the second adventure, once you're out of the city, you've been given the means to avoid the enemy army by taking a perilous route through the mountains. This is probably the railroad-y-est part of the campaign saga, because you end up being trapped by a hostile force in a forest, and have to find a way to appease your enemies in order to escape, all while agents of the invading army pursue you to get the military plans back.</p><p></p><p>In the third adventure, you get to the refugee camp that is slowly becoming the base of the Resistance. A lot of forces assail it, big and small, and how much effort you put into helping the people there can make a huge difference in the long run. There's one slightly railroad-y bit where you're invited to a performance that will be the scene of an assassination attempt, but I think the scene is cool enough that your players won't begrudge if you nudge them to go.</p><p></p><p>The fourth adventure has you helping a nation undergoing political turmoil. You've got to get things under control and stop a civil war so you can enlist them as allies before the main enemy armies roll in and conquer the place. This is probably the most open and freeform adventure of the entire series -- an amazing feat, since it was written by three different people, one of whom was on strong painkillers at the time.</p><p></p><p>Beyond there, generally the campaign revolves around you having a mission to accomplish, and there being bad-guys who you need to defeat. You're being proactive, and the challenges are generally designed as "Step 1. Figure out how to get to wherever the badguys are, fighting your way through their defenses or tracking them to their hiding place. Do this however you want. Step 2. Have a cool set piece encounter."</p><p></p><p>We designed the adventures so you can run jump in or out at the 4th and 8th adventures. The narrative arc works even if you just run 1-4, or 4-8, or 8-12 (or 1-8, or 4-12). Heck, the last three adventures can even go in different orders. Depending on which of the power groups in the war your PCs hate the most, you can put the adventure devoted to them last.</p><p></p><p>I think it's pretty flexible.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4050574, member: 63"] I've tried my damnedest for War of the Burning Sky to keep the adventures as flexible as possible while still having a structure. There's a war on, so you have objectives and missions, but you can go about those missions in a lot of ways, and even if you fail the campaign goes on; you're just going to have a harder time in the future. For instance, the first adventure has the heroes meet a spy, get some military plans from him, and then try to escape a city that is under attack. We suggest what the most likely order of action is, but the city is fairly fleshed out, and there are a lot of ways to achieve your goals. In the second adventure, once you're out of the city, you've been given the means to avoid the enemy army by taking a perilous route through the mountains. This is probably the railroad-y-est part of the campaign saga, because you end up being trapped by a hostile force in a forest, and have to find a way to appease your enemies in order to escape, all while agents of the invading army pursue you to get the military plans back. In the third adventure, you get to the refugee camp that is slowly becoming the base of the Resistance. A lot of forces assail it, big and small, and how much effort you put into helping the people there can make a huge difference in the long run. There's one slightly railroad-y bit where you're invited to a performance that will be the scene of an assassination attempt, but I think the scene is cool enough that your players won't begrudge if you nudge them to go. The fourth adventure has you helping a nation undergoing political turmoil. You've got to get things under control and stop a civil war so you can enlist them as allies before the main enemy armies roll in and conquer the place. This is probably the most open and freeform adventure of the entire series -- an amazing feat, since it was written by three different people, one of whom was on strong painkillers at the time. Beyond there, generally the campaign revolves around you having a mission to accomplish, and there being bad-guys who you need to defeat. You're being proactive, and the challenges are generally designed as "Step 1. Figure out how to get to wherever the badguys are, fighting your way through their defenses or tracking them to their hiding place. Do this however you want. Step 2. Have a cool set piece encounter." We designed the adventures so you can run jump in or out at the 4th and 8th adventures. The narrative arc works even if you just run 1-4, or 4-8, or 8-12 (or 1-8, or 4-12). Heck, the last three adventures can even go in different orders. Depending on which of the power groups in the war your PCs hate the most, you can put the adventure devoted to them last. I think it's pretty flexible. [/QUOTE]
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