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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: 8308908" data-attributes="member: 7006"><p>Please for the love of all that is holy... everyone please stop with always going to "Rules As Written". In EVERY facet of the game.</p><p></p><p>A DM can't give out milestone XP because the book says you have to complete the missions to do so... and thus your party is "stuck" at a certain level no matter how many different adventures they go on because they can't "finish" any of them? No! No, no, no! Why are you bothering with that? Why? You know how the game is meant to be played, you know what the game involves. Do what is RIGHT, and not what is WRITE. Please!</p><p></p><p>There is NOTHING to be gained by following an adventure script to the letter, other than headaches... unless you <em>just happen</em> to be the <em>one specific</em> type of DM for whom the writing fits your style exactly. But that's almost nobody. Of course these books are "written poorly" for many types of DMs and are meant to be "stripped for parts" or "adapted" to your playstyle. That's the point of written adventures... they are repositories of ideas for you to use, not to be slavishly beholden to.</p><p></p><p>These adventure books can only do so much. Make them your own and change anything and everything you need to make them enjoyable for your players. End of story.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8308908, member: 7006"] Please for the love of all that is holy... everyone please stop with always going to "Rules As Written". In EVERY facet of the game. A DM can't give out milestone XP because the book says you have to complete the missions to do so... and thus your party is "stuck" at a certain level no matter how many different adventures they go on because they can't "finish" any of them? No! No, no, no! Why are you bothering with that? Why? You know how the game is meant to be played, you know what the game involves. Do what is RIGHT, and not what is WRITE. Please! There is NOTHING to be gained by following an adventure script to the letter, other than headaches... unless you [I]just happen[/I] to be the [I]one specific[/I] type of DM for whom the writing fits your style exactly. But that's almost nobody. Of course these books are "written poorly" for many types of DMs and are meant to be "stripped for parts" or "adapted" to your playstyle. That's the point of written adventures... they are repositories of ideas for you to use, not to be slavishly beholden to. These adventure books can only do so much. Make them your own and change anything and everything you need to make them enjoyable for your players. End of story. [/QUOTE]
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