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General Tabletop Discussion
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Campaign Source Books vs. Adventures
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<blockquote data-quote="Stormonu" data-source="post: 8852954" data-attributes="member: 52734"><p>I think [USER=6790260]@EzekielRaiden[/USER] has the right of it. If I’m buying an adventure, I’m getting it so I don’t have to do the work myself - it should be good to go out of the box, and be worth the purchase price. If I have to bend it into shape to make it work, I probably would have better putting together something myself.</p><p></p><p>At the same time, I also agree with [USER=60100]@Rabbitbait[/USER]. A megadventure can have spots in it where its possible to insert a side quest or two between the story points and it can still work. I had that happen with Ghosts of Saltmarsh - in between the various chapters I was able to throw in a few side quests to personalize the campaign and I was able to work it well. The characters weren’t on a doom clock/railroad and there was time and space enough between events to add in what I wanted. I could have ran Ghosts straight without these side treks, but adding them in didn’t derail the game or expected advancement rate or muck with the story arc. </p><p></p><p>Unfortunately, I can’t speak to 5E‘s Tomb too directly (or 4E for that matter) - I’ve had an awful experience with the former and none with the latter - but with a large portion of it being a hexcrawl, I don’t think it allowing for side ventures is a bad thing, as long as it doesn’t feel incomplete and leaving the DM out to dry with large gaps of “and something happens, make it up until the party is X level”… and then the book picks up with the next part of the story.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8852954, member: 52734"] I think [USER=6790260]@EzekielRaiden[/USER] has the right of it. If I’m buying an adventure, I’m getting it so I don’t have to do the work myself - it should be good to go out of the box, and be worth the purchase price. If I have to bend it into shape to make it work, I probably would have better putting together something myself. At the same time, I also agree with [USER=60100]@Rabbitbait[/USER]. A megadventure can have spots in it where its possible to insert a side quest or two between the story points and it can still work. I had that happen with Ghosts of Saltmarsh - in between the various chapters I was able to throw in a few side quests to personalize the campaign and I was able to work it well. The characters weren’t on a doom clock/railroad and there was time and space enough between events to add in what I wanted. I could have ran Ghosts straight without these side treks, but adding them in didn’t derail the game or expected advancement rate or muck with the story arc. Unfortunately, I can’t speak to 5E‘s Tomb too directly (or 4E for that matter) - I’ve had an awful experience with the former and none with the latter - but with a large portion of it being a hexcrawl, I don’t think it allowing for side ventures is a bad thing, as long as it doesn’t feel incomplete and leaving the DM out to dry with large gaps of “and something happens, make it up until the party is X level”… and then the book picks up with the next part of the story. [/QUOTE]
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