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<blockquote data-quote="UniversalMonster" data-source="post: 5108262" data-attributes="member: 1034"><p>Hey Rodney, Peter Seckler here. I do a lot of DMing with the Living Realms campaign, DM 4E at least twice weekly (and sometimes more) and I have a habit of changing up published adventures as well as writing my own. </p><p></p><p>I have some suggestions. </p><p></p><p>I've run two of the "official" published adventures: Scepter Tower of Spellguard and Prince of Undeath. </p><p></p><p>Of the two, Scepter Tower is better but it has some problems: (The oracle bit is really good, I like the monastery..) but the 3 dungeons are somewhat problematic. Each is completely linear. The wall dungeon, the tunnels, and the tower are all completely linear and must be run in order. </p><p></p><p>Prince of Undeath kinda has the same issues, (and has nothing redeeming like the monastery or the oracle that the Dm can make his own) but I was so excited about epic level gaming that I did my best to ignore them (and I hacked in a stopover in the City of Brass between the Red Hold and the Forge of Four Worlds, as well as a subplot about one of the PCs being a prince of hell and being allied with the devils in the Forge of Four Worlds). It's also completely linear (and scripted to the point that ship-based encounters on the Abyssal ship are scripted at intervals). </p><p></p><p>The encounters are GOOD, don't get me wrong here, but this adventure has low value for play (it's just too scripted) and no replay value. It's not like you can try an alternate path through the adventure. </p><p></p><p>ok, so my advice: </p><p></p><p>Detail out the entire area, and the NPCs, and keep creating cool encounters. But please, please please AVOID trying to create an adventure story. This is off limits to designers. You can create the story of a place before it has been explored (ala Barrier Peaks/Isle of Dread) but <em>let the players and the DMs come up with the story of what happens once the adventure is in play. </em></p><p><em></em></p><p></p><p>When I write adventures myself I have a few encounters planned and printed out, and I have the area/location detailed out, and of course I have my NPCs and so on.. but I never really know what is going to happen in the adventure or which way the players are going to choose.</p><p></p><p>More paths, more branching.</p></blockquote><p></p>
[QUOTE="UniversalMonster, post: 5108262, member: 1034"] Hey Rodney, Peter Seckler here. I do a lot of DMing with the Living Realms campaign, DM 4E at least twice weekly (and sometimes more) and I have a habit of changing up published adventures as well as writing my own. I have some suggestions. I've run two of the "official" published adventures: Scepter Tower of Spellguard and Prince of Undeath. Of the two, Scepter Tower is better but it has some problems: (The oracle bit is really good, I like the monastery..) but the 3 dungeons are somewhat problematic. Each is completely linear. The wall dungeon, the tunnels, and the tower are all completely linear and must be run in order. Prince of Undeath kinda has the same issues, (and has nothing redeeming like the monastery or the oracle that the Dm can make his own) but I was so excited about epic level gaming that I did my best to ignore them (and I hacked in a stopover in the City of Brass between the Red Hold and the Forge of Four Worlds, as well as a subplot about one of the PCs being a prince of hell and being allied with the devils in the Forge of Four Worlds). It's also completely linear (and scripted to the point that ship-based encounters on the Abyssal ship are scripted at intervals). The encounters are GOOD, don't get me wrong here, but this adventure has low value for play (it's just too scripted) and no replay value. It's not like you can try an alternate path through the adventure. ok, so my advice: Detail out the entire area, and the NPCs, and keep creating cool encounters. But please, please please AVOID trying to create an adventure story. This is off limits to designers. You can create the story of a place before it has been explored (ala Barrier Peaks/Isle of Dread) but [I]let the players and the DMs come up with the story of what happens once the adventure is in play. [/I] When I write adventures myself I have a few encounters planned and printed out, and I have the area/location detailed out, and of course I have my NPCs and so on.. but I never really know what is going to happen in the adventure or which way the players are going to choose. More paths, more branching. [/QUOTE]
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