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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="kenada" data-source="post: 9354654" data-attributes="member: 70468"><p>I like Necrotic Gnome’s <a href="https://necroticgnome.com/collections/adventures" target="_blank">adventures</a> (and also <a href="https://necroticgnome.com/collections/adventures-1" target="_blank">here</a>). <a href="https://www.dmsguild.com/product/160318/Murder-in-Baldurs-Gate-5e" target="_blank"><em>Murder in Baldur’s Gate</em></a> is my favorite 5e adventure. None of these are very heavy on plot or what the PCs should do. They tend to be open-ended in how PCs can approach and interact with them. I ran some Pathfinder APs. We liked <a href="https://paizo.com/kingmaker" target="_blank"><em>Kingmaker</em></a> quite a bit, but it was also pretty open about how you approach it (though it sounds like they added plot crap from the video game in the PF2 version, which is stupid and lame). I ran <a href="https://paizo.com/products/btpy80op?GameMastery-Module-E1-Carnival-of-Tears" target="_blank"><em>Carnival of Tears</em></a> as a side adventure for Oleg and Svetlana (they died). It was pretty fun too, and the PCs came back and wrecked everyone in revenge for killing their friends. (It doesn’t really have a plot either, though there is a nudge towards a climatic encounter.)</p><p></p><p>I think pre-written adventures can be useful supplements to a game provided that they aren’t trying to force you into a plot. I don’t think they are necessarily representative of how a game should be run. Often, especially early in a game’s life, they aren’t well-written or have problems. Ideally, the game should include everything you need to understand how to run and play it.</p><p></p><p>Edit: I also saw mention of <em>Lost Mines of Phandelver</em>. I liked that one too, though the PCs TPK’d on the green dragon in Thundertree.</p></blockquote><p></p>
[QUOTE="kenada, post: 9354654, member: 70468"] I like Necrotic Gnome’s [URL='https://necroticgnome.com/collections/adventures']adventures[/URL] (and also [URL='https://necroticgnome.com/collections/adventures-1']here[/URL]). [URL='https://www.dmsguild.com/product/160318/Murder-in-Baldurs-Gate-5e'][I]Murder in Baldur’s Gate[/I][/URL] is my favorite 5e adventure. None of these are very heavy on plot or what the PCs should do. They tend to be open-ended in how PCs can approach and interact with them. I ran some Pathfinder APs. We liked [URL='https://paizo.com/kingmaker'][I]Kingmaker[/I][/URL] quite a bit, but it was also pretty open about how you approach it (though it sounds like they added plot crap from the video game in the PF2 version, which is stupid and lame). I ran [URL='https://paizo.com/products/btpy80op?GameMastery-Module-E1-Carnival-of-Tears'][I]Carnival of Tears[/I][/URL] as a side adventure for Oleg and Svetlana (they died). It was pretty fun too, and the PCs came back and wrecked everyone in revenge for killing their friends. (It doesn’t really have a plot either, though there is a nudge towards a climatic encounter.) I think pre-written adventures can be useful supplements to a game provided that they aren’t trying to force you into a plot. I don’t think they are necessarily representative of how a game should be run. Often, especially early in a game’s life, they aren’t well-written or have problems. Ideally, the game should include everything you need to understand how to run and play it. Edit: I also saw mention of [I]Lost Mines of Phandelver[/I]. I liked that one too, though the PCs TPK’d on the green dragon in Thundertree. [/QUOTE]
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