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General Tabletop Discussion
*TTRPGs General
How Do You Feel About Published Adventures as a GM?
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<blockquote data-quote="zakael19" data-source="post: 9353594" data-attributes="member: 7044099"><p>I've run exclusively published adventures until recently. I thought they saved me time. I thought that having tokens and profiles pre-built along with the chapters made things easier. I thought that a plot and story details would help me provide good content.</p><p></p><p>I was wrong across the board. Prepping a 5e WOTC module (with the exception of LMOP) takes tons of time, because they're formatted to be read not run. You have to go hunt down stuff all over, argue with the formatting of plot beats, fill in gaps, etc. I spent a night making tokens, now I can drop them all in at a whim. Dungeon maps make things terrible on VTTs - Id rather draw a wire diagram and throw out challenges on the fly responsive to the players; with a couple combat as sport encounters balanced on level.</p><p></p><p>And that's before you get into the fact that the massive plot holes, need to chivvy players along or it feels "wrong," and all that other jazz.</p><p></p><p>Capping the group at 4 players lets me ensure everybody is engaged and responsive, gets spotlight time, and we've just gone off the 'rails' in the last campaign following an adventure plot.</p><p></p><p>I do love a Schley town/city/region/encounter map though. How nice that you can buy them all from his site and re-use wherever.</p><p></p><p>Now a good setting book? One filled with interesting faction conflicts, enticing locations, adventure hooks, character backgrounds with built-in quests and similar stuff you can just rip and deploy at will? Those are valuable. The 4e Neverwinter one is a fantastic example, just ready to be played through with a handful of battle maps and some tokens.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9353594, member: 7044099"] I've run exclusively published adventures until recently. I thought they saved me time. I thought that having tokens and profiles pre-built along with the chapters made things easier. I thought that a plot and story details would help me provide good content. I was wrong across the board. Prepping a 5e WOTC module (with the exception of LMOP) takes tons of time, because they're formatted to be read not run. You have to go hunt down stuff all over, argue with the formatting of plot beats, fill in gaps, etc. I spent a night making tokens, now I can drop them all in at a whim. Dungeon maps make things terrible on VTTs - Id rather draw a wire diagram and throw out challenges on the fly responsive to the players; with a couple combat as sport encounters balanced on level. And that's before you get into the fact that the massive plot holes, need to chivvy players along or it feels "wrong," and all that other jazz. Capping the group at 4 players lets me ensure everybody is engaged and responsive, gets spotlight time, and we've just gone off the 'rails' in the last campaign following an adventure plot. I do love a Schley town/city/region/encounter map though. How nice that you can buy them all from his site and re-use wherever. Now a good setting book? One filled with interesting faction conflicts, enticing locations, adventure hooks, character backgrounds with built-in quests and similar stuff you can just rip and deploy at will? Those are valuable. The 4e Neverwinter one is a fantastic example, just ready to be played through with a handful of battle maps and some tokens. [/QUOTE]
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