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Do premade adventures save prep-time?
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<blockquote data-quote="delericho" data-source="post: 6576675" data-attributes="member: 22424"><p>It depends on the adventure, and how much I have to adapt it to the specifics of my group, but in general yes.</p><p></p><p>Actually, a fuller answer would depend on the quality of the game experience I'm looking to provide. The very best experience is likely to be gained from my homebrewing the entire adventure and having lots of time to do that 'properly' - to write up the stat blocks, to frame all the scenes just so, and so forth.</p><p></p><p>But that "gold standard" is time-consuming.</p><p></p><p>If I'm homebrewing without access to that time, corners are going to be cut - I'll use a stat-block that is "good enough", or even just wing it without one at all; I'll frame scenes on the fly; or whatever. Which may or may not work out, but very likely I'll feel that I've not done as good a job.</p><p></p><p>What a pre-gen adventure lets me do is skip a lot of the "number work" - the generation of those stat-blocks, so that I can worry about scene framing and other areas. What that means is that I can invest a lot less time to get a product that is <em>good but not great</em> - but I can probably get to a point where it's better than a low-prep homebrew relatively quickly.</p><p></p><p>But to push that pregen up from good to great, and thus to match that "gold standard" I've defined above would require <em>a lot</em> of work be invested, getting really familiar with the material, with doing a lot of adaptation. And at that point, I'm probably better off homebrewing.</p><p></p><p>So, if I'm running a game tomorrow, I'll probably do a better job with a pregen adventure. If I'm running a game in four weeks, though, I'm probably better off homebrewing.</p><p></p><p>(One more thing: when we're playing a campaign, my group meets once every two weeks for a 3-hour session. I've found that most pregen adventures actually work quite poorly in that format - they tend to do better with longer and more regular sessions. In particular, with high-level 3.5e play, and any 4e play, we found we were lucky to get through 3 encounters in a session. And since a lot of pregen adventures are built with several 'filler' encounters, they're really not ideal. So, actually, for that campaign format, I've found that homebrew is the better way to go.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6576675, member: 22424"] It depends on the adventure, and how much I have to adapt it to the specifics of my group, but in general yes. Actually, a fuller answer would depend on the quality of the game experience I'm looking to provide. The very best experience is likely to be gained from my homebrewing the entire adventure and having lots of time to do that 'properly' - to write up the stat blocks, to frame all the scenes just so, and so forth. But that "gold standard" is time-consuming. If I'm homebrewing without access to that time, corners are going to be cut - I'll use a stat-block that is "good enough", or even just wing it without one at all; I'll frame scenes on the fly; or whatever. Which may or may not work out, but very likely I'll feel that I've not done as good a job. What a pre-gen adventure lets me do is skip a lot of the "number work" - the generation of those stat-blocks, so that I can worry about scene framing and other areas. What that means is that I can invest a lot less time to get a product that is [i]good but not great[/i] - but I can probably get to a point where it's better than a low-prep homebrew relatively quickly. But to push that pregen up from good to great, and thus to match that "gold standard" I've defined above would require [i]a lot[/i] of work be invested, getting really familiar with the material, with doing a lot of adaptation. And at that point, I'm probably better off homebrewing. So, if I'm running a game tomorrow, I'll probably do a better job with a pregen adventure. If I'm running a game in four weeks, though, I'm probably better off homebrewing. (One more thing: when we're playing a campaign, my group meets once every two weeks for a 3-hour session. I've found that most pregen adventures actually work quite poorly in that format - they tend to do better with longer and more regular sessions. In particular, with high-level 3.5e play, and any 4e play, we found we were lucky to get through 3 encounters in a session. And since a lot of pregen adventures are built with several 'filler' encounters, they're really not ideal. So, actually, for that campaign format, I've found that homebrew is the better way to go.) [/QUOTE]
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