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Do you Run Published Adventures As Is?
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<blockquote data-quote="Lockridge" data-source="post: 3807876" data-attributes="member: 43850"><p>Definately.</p><p></p><p>I find many adventures are designed to be more quality than quantity. The idea of a group of players spending a year playing through an adventure seems too long. In these cases the adventure (to use a dungeon crawl example) is made up of 5 rooms that advance the plot (entrance/hiring of players, pick up clues that help against the big baddie, Confront the big baddie). Then there are around 50 rooms that are really just a variation on the orc guarding a treasure chest.</p><p></p><p>What I do is take out 45 of the useless rooms (or combine some of them) and then leave the 5 that are important and another 5 that are just fun. This way, the players play through an adventure in a few weeks to a couple of months.</p><p></p><p>It alleviates the boredom but I understand it may not work for everyone. Our group of players is middle-age so exploring the same dungeon for a year of gaming would not be fun.</p></blockquote><p></p>
[QUOTE="Lockridge, post: 3807876, member: 43850"] Definately. I find many adventures are designed to be more quality than quantity. The idea of a group of players spending a year playing through an adventure seems too long. In these cases the adventure (to use a dungeon crawl example) is made up of 5 rooms that advance the plot (entrance/hiring of players, pick up clues that help against the big baddie, Confront the big baddie). Then there are around 50 rooms that are really just a variation on the orc guarding a treasure chest. What I do is take out 45 of the useless rooms (or combine some of them) and then leave the 5 that are important and another 5 that are just fun. This way, the players play through an adventure in a few weeks to a couple of months. It alleviates the boredom but I understand it may not work for everyone. Our group of players is middle-age so exploring the same dungeon for a year of gaming would not be fun. [/QUOTE]
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