Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 5e Adventure Reviews
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 7990315" data-attributes="member: 18"><p>No? I mean honestly no. They really aren't. Someone else's random ideas about what makes a good combat encounter in the context of a specific adventure are not something I've found much value in stealing in any edition, having played and nicked stuff from adventures since 1989.</p><p></p><p>What I tended to steal was three things:</p><p></p><p>1) Maps. So many stolen maps.</p><p></p><p>2) Ideas/characters/concepts. Sometimes an adventure is based around some tremendous idea but the actual execution is lousy, sometimes there's a wonderful character who would work better elsewhere.</p><p></p><p>3) Treasures, puzzles, and traps. Specific magic items, and specific traps, can be very steal-able. D&D consistently provides really well for monsters, and building encounters in every edition except 3.XE has been pretty easy, so they're not a problem. But a good trap? An interesting trap? That's gold. So is an actually-good puzzle, though they are vanishingly rare even in published adventures.</p><p></p><p></p><p></p><p>Thanks for teaching this grandma to suck eggs, dude! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>My point is, the less appropriate material there is, the less reason you want to spend a lot of money buying a big complicated adventure from WotC or whoever. I usually write homebrew adventures so I don't typically need pre-gen ones. But if I want a pre-gen on, I want I don't have to spend just as much effort reading and then fixing as I would have on writing a pre-gen.</p><p></p><p>And this is the key problem I've seen over and over. When you get a pre-gen, to run it well you need to:</p><p></p><p>1) Read it through.</p><p></p><p>2) Understand it - which often requires taking quite a lot of notes, because a lot of pre-gens are really badly written, and really badly organised. Vital description or information that gives a scene its entire context can be a dozen pages away (often later!) in a text box, or worse, in the middle of a paragraph about something else!</p><p></p><p>3) Make any changes to make to make it "not suck". Hopefully there is no 3. A lot of smaller adventures, there is no 3. They're just solid little adventures, and you do little or nothing to make them work (maybe change a town name or something, or otherwise recontextualize them). With big adventures? There's almost never not a 3, and sometimes 1+2+3 here is significantly more than writing your adventure, often for a lesser outcome.</p><p></p><p>Does that make sense?</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7990315, member: 18"] No? I mean honestly no. They really aren't. Someone else's random ideas about what makes a good combat encounter in the context of a specific adventure are not something I've found much value in stealing in any edition, having played and nicked stuff from adventures since 1989. What I tended to steal was three things: 1) Maps. So many stolen maps. 2) Ideas/characters/concepts. Sometimes an adventure is based around some tremendous idea but the actual execution is lousy, sometimes there's a wonderful character who would work better elsewhere. 3) Treasures, puzzles, and traps. Specific magic items, and specific traps, can be very steal-able. D&D consistently provides really well for monsters, and building encounters in every edition except 3.XE has been pretty easy, so they're not a problem. But a good trap? An interesting trap? That's gold. So is an actually-good puzzle, though they are vanishingly rare even in published adventures. Thanks for teaching this grandma to suck eggs, dude! :p My point is, the less appropriate material there is, the less reason you want to spend a lot of money buying a big complicated adventure from WotC or whoever. I usually write homebrew adventures so I don't typically need pre-gen ones. But if I want a pre-gen on, I want I don't have to spend just as much effort reading and then fixing as I would have on writing a pre-gen. And this is the key problem I've seen over and over. When you get a pre-gen, to run it well you need to: 1) Read it through. 2) Understand it - which often requires taking quite a lot of notes, because a lot of pre-gens are really badly written, and really badly organised. Vital description or information that gives a scene its entire context can be a dozen pages away (often later!) in a text box, or worse, in the middle of a paragraph about something else! 3) Make any changes to make to make it "not suck". Hopefully there is no 3. A lot of smaller adventures, there is no 3. They're just solid little adventures, and you do little or nothing to make them work (maybe change a town name or something, or otherwise recontextualize them). With big adventures? There's almost never not a 3, and sometimes 1+2+3 here is significantly more than writing your adventure, often for a lesser outcome. Does that make sense? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 5e Adventure Reviews
Top