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ENWorld Adventure Path: A Modest Proposal
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<blockquote data-quote="Steel_Wind" data-source="post: 2108058" data-attributes="member: 20741"><p>Uhmm... Sure we can!</p><p></p><p>The number of modules submitted to Dungeon or published by TSR/WotC that <em>don't</em> assume a reasonably balanced party of four, and further, assume a party of good aligned or at least neutral with good tendencies is astonishingly low - and for a good reason.</p><p></p><p>Those assumptions are not there to annoy people. They are there to give context and flavor to the adventure in a manner which typically corresponds to the needs of the average gaming circle while permitting the designer a touchstone of assumptions around which to create the challenges the party will face.</p><p></p><p>If you try to write a campaign that is all things to all people, does not make basic assumptions about alignment and motivations, it will end up being little more than location based adventuring. The result is a campaign story arc that is watered down and entirely without a soul.</p><p></p><p>It does not mean a DM who runs such a campaign cannot pick and choose and tailor it to his or her own needs. But if you start down the path of adventure design leaving all options open and making no basic assumptions ... you will end up in a good deal of trouble in my opinion.</p><p></p><p>To assume an iconic, reasonably balanced party of four with resources of a fighter, wizard, rogue and cleric/druid type would not be inappropriate. It provides the same structure around which the CR and EL presumption in the core rules are based.</p><p></p><p>You can, further, include NPCs at certain stages of the adventure to ensure that presupposed skills which are vital to passing whatever obstacle you have created will be present if they are needed.</p><p></p><p>With respect to specific campaign items - what they are and what they do is wholly flexible and can provide for a very large ambit of customization depending on the needs of the DM and the paticular class, skills and feats of the specific player. </p><p></p><p>I suggest you can easily create items and ehancements from a pick list menu which a DM can use to customize the item for his player's needs. This provides flexibility while at the same time accomplishing the goal of offering something *neat* to the player which can assist in character development - all while enhancing and furthering the plot.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2108058, member: 20741"] Uhmm... Sure we can! The number of modules submitted to Dungeon or published by TSR/WotC that [i]don't[/i] assume a reasonably balanced party of four, and further, assume a party of good aligned or at least neutral with good tendencies is astonishingly low - and for a good reason. Those assumptions are not there to annoy people. They are there to give context and flavor to the adventure in a manner which typically corresponds to the needs of the average gaming circle while permitting the designer a touchstone of assumptions around which to create the challenges the party will face. If you try to write a campaign that is all things to all people, does not make basic assumptions about alignment and motivations, it will end up being little more than location based adventuring. The result is a campaign story arc that is watered down and entirely without a soul. It does not mean a DM who runs such a campaign cannot pick and choose and tailor it to his or her own needs. But if you start down the path of adventure design leaving all options open and making no basic assumptions ... you will end up in a good deal of trouble in my opinion. To assume an iconic, reasonably balanced party of four with resources of a fighter, wizard, rogue and cleric/druid type would not be inappropriate. It provides the same structure around which the CR and EL presumption in the core rules are based. You can, further, include NPCs at certain stages of the adventure to ensure that presupposed skills which are vital to passing whatever obstacle you have created will be present if they are needed. With respect to specific campaign items - what they are and what they do is wholly flexible and can provide for a very large ambit of customization depending on the needs of the DM and the paticular class, skills and feats of the specific player. I suggest you can easily create items and ehancements from a pick list menu which a DM can use to customize the item for his player's needs. This provides flexibility while at the same time accomplishing the goal of offering something *neat* to the player which can assist in character development - all while enhancing and furthering the plot. [/QUOTE]
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