Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How Do You Feel About Published Adventures as a GM?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grendel_Khan" data-source="post: 9352893" data-attributes="member: 7028554"><p>There's a same-y quality to a lot of published adventures that cuts across a lot of games and genres, where the PCs are basically stepping into an amusement park-style haunted house, complete with animatronic jump scares and maybe the illusion of free movement, but really there's just one path.</p><p></p><p>I don't just mean railroading issues, which are sort of inherent to the whole project of writing and publishing an adventure. I mean that sense that the adventure has no bearing on the PCs, and that it's often quite the zany coincidence that they show up at <em>just</em> the right moment in some factional standoff. Sure, there's almost always some backstory to convince yourself as a player that you should care about (even though, again, you just showed up, you're just some guy/gal), but it's hard to shake the sense that the haunted house was powered down until the moment you set foot inside, and now the attraction springs to life.</p><p></p><p>Then it's on to the usual, recurring business of solving the puzzle—poking around until you find the safest route through, or in an adventure where you can talk to anyone, finding out which faction/NPC wants what, who they're beefing with, basically immersing yourself in someone else's story, rather than developing your own. And then, by nature, when the adventure is over, you're generally on your way, ride's over, time for a change of scenery, maybe with some shadow of a lingering plot hook or thread, but it's time to hit the next haunted house attraction where no one knows your character and everything is in a state of suspended animation until you show up.</p><p></p><p>I know there are lots of exceptions, and that some published adventures are more adaptable—or simply better written—than others. And if you're playing a full-on investigation game, working without any sort of published material can be hard to the point of impossible. But the default qualities of most published adventures, imo, kind of shine a light on how boring and repetitive RPGs can be when everything is scripted, and the GM's sole job becomes punishing you for doing the "dumb" thing, and rewarding you for the "smart" thing. Meanwhile, great narratives in other mediums don't care about what's dumb, smart, incorrect, or correct, just what's most interesting.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9352893, member: 7028554"] There's a same-y quality to a lot of published adventures that cuts across a lot of games and genres, where the PCs are basically stepping into an amusement park-style haunted house, complete with animatronic jump scares and maybe the illusion of free movement, but really there's just one path. I don't just mean railroading issues, which are sort of inherent to the whole project of writing and publishing an adventure. I mean that sense that the adventure has no bearing on the PCs, and that it's often quite the zany coincidence that they show up at [I]just[/I] the right moment in some factional standoff. Sure, there's almost always some backstory to convince yourself as a player that you should care about (even though, again, you just showed up, you're just some guy/gal), but it's hard to shake the sense that the haunted house was powered down until the moment you set foot inside, and now the attraction springs to life. Then it's on to the usual, recurring business of solving the puzzle—poking around until you find the safest route through, or in an adventure where you can talk to anyone, finding out which faction/NPC wants what, who they're beefing with, basically immersing yourself in someone else's story, rather than developing your own. And then, by nature, when the adventure is over, you're generally on your way, ride's over, time for a change of scenery, maybe with some shadow of a lingering plot hook or thread, but it's time to hit the next haunted house attraction where no one knows your character and everything is in a state of suspended animation until you show up. I know there are lots of exceptions, and that some published adventures are more adaptable—or simply better written—than others. And if you're playing a full-on investigation game, working without any sort of published material can be hard to the point of impossible. But the default qualities of most published adventures, imo, kind of shine a light on how boring and repetitive RPGs can be when everything is scripted, and the GM's sole job becomes punishing you for doing the "dumb" thing, and rewarding you for the "smart" thing. Meanwhile, great narratives in other mediums don't care about what's dumb, smart, incorrect, or correct, just what's most interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How Do You Feel About Published Adventures as a GM?
Top