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<blockquote data-quote="Ruin Explorer" data-source="post: 7990007" data-attributes="member: 18"><p>A toolbox is really only as good as the tools it contains, and the nature of those tools will dictate what its most useful for. </p><p></p><p>I don't think there's anything particularly unusual about what you're saying, approach-wise, but if an adventure is a tightly-woven sequence of encounters and story, that's obviously far less likely to be valuable to someone seeking to craft a more scenario-y or sandbox-y type situation, than an adventure that contained a lot of well-drawn NPCs and their minions, had a lot of not-over-detailed maps, and so on.</p><p></p><p>Certainly over the years I've found adventures which were extremely easy to borrow bits from or even lift entire sections or people from, and I've always been particularly fond of stealing maps (because I will admit - I hate drawing maps). The rise of coloured, small-scale battlemaps has been slightly frustrating to me, personally. You can't fill them in yourself the way you can with more zoomed-out monochrome maps, and I find that they tend to distract players and cause them to think that if stuff isn't on the map, it isn't there (especially with the really detailed and well-drawn maps, sadly).</p><p></p><p>But I know a lot of people don't have the same time for preparing and basically re-writing entire adventures as you're describing (I usually do, and operate in a similar way to you, though I usually run homebrew from 4E and onwards, but sometimes I don't, and I want an adventure that actually works and is fun without heavy modification/fixing), so for them it is important how an adventure is constructed, and whether it functions well as intended.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7990007, member: 18"] A toolbox is really only as good as the tools it contains, and the nature of those tools will dictate what its most useful for. I don't think there's anything particularly unusual about what you're saying, approach-wise, but if an adventure is a tightly-woven sequence of encounters and story, that's obviously far less likely to be valuable to someone seeking to craft a more scenario-y or sandbox-y type situation, than an adventure that contained a lot of well-drawn NPCs and their minions, had a lot of not-over-detailed maps, and so on. Certainly over the years I've found adventures which were extremely easy to borrow bits from or even lift entire sections or people from, and I've always been particularly fond of stealing maps (because I will admit - I hate drawing maps). The rise of coloured, small-scale battlemaps has been slightly frustrating to me, personally. You can't fill them in yourself the way you can with more zoomed-out monochrome maps, and I find that they tend to distract players and cause them to think that if stuff isn't on the map, it isn't there (especially with the really detailed and well-drawn maps, sadly). But I know a lot of people don't have the same time for preparing and basically re-writing entire adventures as you're describing (I usually do, and operate in a similar way to you, though I usually run homebrew from 4E and onwards, but sometimes I don't, and I want an adventure that actually works and is fun without heavy modification/fixing), so for them it is important how an adventure is constructed, and whether it functions well as intended. [/QUOTE]
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