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Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="DEFCON 1" data-source="post: 8308075" data-attributes="member: 7006"><p>I do not find anything to be gained by constraining myself to what is written in any product. No product can account for every possibility, nor can it account for specific combinations of characters that may or may not adventure through it. So I have no problems whatsoever in changing anything and everything to make things more interesting.</p><p></p><p>If someone is behind a magically locked door... there are all manner of ways to get around it. Finding dispelling magic, breaking through walls, waiting for the person behind the door to come out for some reason, <em>creating</em> a reason for the person to come out, etc.</p><p></p><p>Adventures are written really, really well for one type of DM and player group. They are written less well for other types of DMs and player groups. The same adventure is written poorly for other other types of DMs and players, and the adventure sucks all sorts of rear end for a completely different set of DMs and players. If you happen to fall into the group where your playstyle does not jive with how the adventure is set up and expected to be run by the letter of the law... then you are well within your rights and should in fact rip it apart and put it back together in a way that works well for you and your players. No reason to keep banging your head against a wall over it. No one gets prizes for following an adventure word perfectly.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8308075, member: 7006"] I do not find anything to be gained by constraining myself to what is written in any product. No product can account for every possibility, nor can it account for specific combinations of characters that may or may not adventure through it. So I have no problems whatsoever in changing anything and everything to make things more interesting. If someone is behind a magically locked door... there are all manner of ways to get around it. Finding dispelling magic, breaking through walls, waiting for the person behind the door to come out for some reason, [I]creating[/I] a reason for the person to come out, etc. Adventures are written really, really well for one type of DM and player group. They are written less well for other types of DMs and player groups. The same adventure is written poorly for other other types of DMs and players, and the adventure sucks all sorts of rear end for a completely different set of DMs and players. If you happen to fall into the group where your playstyle does not jive with how the adventure is set up and expected to be run by the letter of the law... then you are well within your rights and should in fact rip it apart and put it back together in a way that works well for you and your players. No reason to keep banging your head against a wall over it. No one gets prizes for following an adventure word perfectly. [/QUOTE]
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Do You Tinker with Adventures to Make Them "Winnable"?
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