For those of you demanding adventures . . .


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How Dungeon's Adventure Path® saved our group

Say boys and girls, has your weekly game group ever suffered from "DM fatigue"?

Sure, everybody has at sometime. Well, for our group, things were looking grim indeed. We'd worn through a couple DMs, and when the latest had to quit due to work commitments, it looked like we were destined to break up!

But then, Chris suggested trying out Dungeon's Adventure Path® -- a premade campaign rife with good old-fahioned dungeon crawling, unique settings and lots of intrigue.... Gosh, that was just the ticket! More than eight months later, we're still going strong and having fun! Thanks, Dungeon® magazine!

Yes, for the busy DM on the go, Dungeon® magazine offers a regular bag of adventure goodness delivered to your doorstep! Simply open, read and play....

:p:p:p

OK, seriously. We ARE playing the Adventure Path, and it HAS been a lot of fun and kept us busy for quite some time, and it has made it a lot easier for our DM to keep up a weekly game.

I agree that there are more good adventures out there than anyone could ever play in lifetime -- and more keep coming. All we need now is more time to play.

Having said that, I agree with Waylander's assessment of the published adventure formula. Way too many of them, including most of the Dungeon magazine adventures and even the Adventure Path, follow that forumula precisely. To use most published adventures, you do have to be willing to accept some degreee of formulaic design.

I've just started running a Skull&Bones campaign of unrelenting moral ambiguity with PCs and NPCs for whom traditional alignment definitions are meaningless, and adventure possibilties have many sides to approach or choose to play on. But I can't even imagine what it would take to boil all that down into publication in a module format.

Carl
 
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While I am not screaming for new adventures I am open to more PDF adventures. Yes, I subscribe to Dungeon and do use some of the adventures from them. The majority of them are easily adaptable to any campaign I happen to be running with only a tweak here or there. Still, sometimes there is a spell where nothing quite seems to fit in or ready to be tweaked to the spot in a campaign. These are times it would be nice to have a fair number of PDF adventures available to find one to drop in.

The Adventure Path's are great, but if you don't really like the direction it is taken, they only come around every so often. Plus after they have been out longer the greater chance someone in the group has either read about it, played in it or something of that nature.

I guess I am one of those types that think there could always be more adventures.
 

My DM is an interesting chap... He likes to read modules, sure, but when it comes to actually playing the game, he likes to come up with stuff on his own. Then he likes to complain about how much he hates making up d20 stat blocks.

It's around that time that I say something like... "well... you know you could just run a module and save a bunch of time." He gives me a bewildered look like I've just said something in draconic and then suggests that we should play in some other system that doesn't require statblocks (usually HeroQuest).

We all humor him and play the other system until he comes to his senses and starts a new d20 campaign. At which point the cycle begins anew. Ah well... such is life.

--sam
 

Jaws said:
Could use some adventures for Monte Cook's Arcana Evolved.

THe Fiery Dragon and Mystic Eye publishesd adventures I found to be really good. The Mystic Eye one is long too and that was good. Ruins of Intrigue has more adventure ideas in then many settings, its beena gold mine for our campaign.
 

Henry said:
Fantasy Flight's Battle Box

I think you mean Fiery Dragon. Seems like a sweet product, too bad I can't get it in Canada... from a Canadian company... that doesn't seem to respond to questions and queries about where to get it in Canada.... Say in Alberta, Canada.

Sigh :(

As to the original topic, while I don't subscribe, I do buy them off of the shelf (and my god, the quality seems to be so much better than it used to be). I'll be subscribing next month, but often times the adventures don't suit my particular needs, which is why I'm looking for longer PDF adventures (in case this thread was prompted by this thread: http://www.enworld.org/showthread.php?p=2257996 )
 

TerraDave said:
Of course, EnWorld is full of that strange breed that buys tons of books and then spends a ton of time homebrewing there own adventures, worlds, classes, races, magic item, deities...
That would be me, except I don't buy a ton of books, so I guess that's not really me after all, and now I'm not sure why I'm posting in this thread... :\
 

There isn't a lack of adventures, but there is a lack of adventures other than dungeon crawls.
I'm a dungeon subscriber - if I want to run a dungeon crawl there are dozens of good adventures to choose from. As soon as I'm looking for an NPC or event-driven adventure I'm sorely out of luck, though - both in the pages of dungeon magazine as on the free market. These days, dungeon mag adventures are almost exclusively labelled as dungeon crawls. In a recent issue one had the setting descriptor "temperate forest" - however, what we got was a location based adventure...again.
NPC or event-driven adventures are scarce. Good NPC or event-driven adventures? well, there's ONE that comes to my mind (Atlas Games' Splintered Peace). There might be more out there, but they are difficult to find. Goodman Games, Necro etc: all of them inevitably lead to a dungeon crawl as climax. Yawn.
So I'm stuck with creating my own adventures which becomes more and more difficult as I have less and less time to do so.
We certainly don't need another dungeon crawl. We need more different adventures, though.

(btw, I like a good dungeon crawl now and then. But although I like Indian food, I don't want to eat it day in day out, if you get my meaning.)
 

TerraDave said:
Of course, EnWorld is full of that strange breed that buys tons of books and then spends a ton of time homebrewing there own adventures, worlds, classes, races, magic item, deities...

Well, I'm of that strange breed, and it's a sickness :)

I'm also the type to complain about making up stat blocks. In the past I used to feel that I had to create every NPC, and stat block because I am a creative and I want my stuff to be original. Only recently have I gotten truly sick of it. So lately, I've been using modules for the stat blocks and stealing the ones that can fit into my campaign. I still make up the plots, encounters, and NPC concepts, but when it comes to actual stats, I tweak something that is already made up. I swear I'm cutting my prep time in half. A little voice in my head makes me feel like I'm cheating, but I'm ignoring it.

Someone also mentioned the lack of the "epic" module, and I miss those at time too. Modules like "Desert of Desolation" and "The Queen of Spiders". I may not run them, but I like to read them.
 

GrayIguana said:
So lately, I've been using modules for the stat blocks and stealing the ones that can fit into my campaign. I still make up the plots, encounters, and NPC concepts, but when it comes to actual stats, I tweak something that is already made up. I swear I'm cutting my prep time in half. A little voice in my head makes me feel like I'm cheating, but I'm ignoring it.

Cheating? No way. That's more of the "working smarter and not harder" concept than it is cheating.
 

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