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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Do you Run Published Adventures As Is?
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="Wombat" data-source="post: 3811172" data-attributes="member: 8447"><p>I've run something like two pre-written adventures "as is" ... one was in <em>Paranoia</em>, the other was about half set for <em>RuneQuest </em>(Borderlands, if I remember the name right). </p><p></p><p>When I do pick up pre-written adventures (which in and of itself is rare), I find I have to change many things to make it fit any given campaign -- placenames, hooks, types of treasures, races, types of classes, personalities of NPCs, religions, you name it. </p><p></p><p>The larger problem I find is that most such adventures assume there are certain ways that PCs will act ... and this ain't necessarily the case. Sure, in a dungeon you go from room to room (and for the most part, rather illogically, the encounters stay within the confines of the rooms), but in an outdoor setting, a city, a forest, where there is no set logic tree the players may do things in a very "strange order" (by the standards of the written module).</p><p></p><p>I am used to writing up adventures: A very detailed beginning, a few set pieces, looser notes as it goes along, hopefully an end bit, and a <em>LOT</em> of flying by the seat of my pants. I try to give the players enough room to make their own choices/enough rope to hang themselves, but put time limits and set sequences in to "railroad" matters slightly, thus providing some structure. If they veer totally off course, so be it -- we run with it.</p><p></p><p>Thus written adventures are only useful to me as a guide for ideas, almost never as a set adventure. The authors (and this comes from reading adventures pertaining to something like 15 different systems) assumed a more linear thought pattern, usually, than I have found common in PCs.</p></blockquote><p></p>
[QUOTE="Wombat, post: 3811172, member: 8447"] I've run something like two pre-written adventures "as is" ... one was in [I]Paranoia[/I], the other was about half set for [I]RuneQuest [/I](Borderlands, if I remember the name right). When I do pick up pre-written adventures (which in and of itself is rare), I find I have to change many things to make it fit any given campaign -- placenames, hooks, types of treasures, races, types of classes, personalities of NPCs, religions, you name it. The larger problem I find is that most such adventures assume there are certain ways that PCs will act ... and this ain't necessarily the case. Sure, in a dungeon you go from room to room (and for the most part, rather illogically, the encounters stay within the confines of the rooms), but in an outdoor setting, a city, a forest, where there is no set logic tree the players may do things in a very "strange order" (by the standards of the written module). I am used to writing up adventures: A very detailed beginning, a few set pieces, looser notes as it goes along, hopefully an end bit, and a [I]LOT[/I] of flying by the seat of my pants. I try to give the players enough room to make their own choices/enough rope to hang themselves, but put time limits and set sequences in to "railroad" matters slightly, thus providing some structure. If they veer totally off course, so be it -- we run with it. Thus written adventures are only useful to me as a guide for ideas, almost never as a set adventure. The authors (and this comes from reading adventures pertaining to something like 15 different systems) assumed a more linear thought pattern, usually, than I have found common in PCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do you Run Published Adventures As Is?
Top