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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="MGibster" data-source="post: 9354681" data-attributes="member: 4534"><p>I've used a lot of published adventures over the years but most often I design my own adventures. For my first D&D 5th edition campaign, I did something odd in that the campaign revolved around a demon who figured out he was a character in a work of fiction and tried to bust out into the real world. I ended up using some classic AD&D adventures or having elements of them incoroporated into the campaign. </p><p></p><p>Some campaigns have their own problems. I recently ran the Horror at Headstone Hill which had a big problem in that there was nothing to connect Act I to Act II. In Act I the PCs find some information about the person they were sent to find and that's it. It doesn't actually lead them to Act II and the mystery f what happened to this person isn't part of the campaign which is very, very odd. The campaign is salvagable, so if I ever run it again I'll just fix it up a bit. Uinta County in the Wyoming territory is full of interested NPCs, places, and adventures that there's plenty of things to do. It's a good product and I'd recommend it even if it isn't perfect. </p><p></p><p>My absolute favorite AD&D adventure of all time is the original I-6 <em>Castle Ravenloft </em>from 1983. I've run this adventure multiple times in various game systems. For Deadlands, I had Strahd read too many dime novels and decide to move his entire castle to Colorado. Good times. It's a great adventure because Strahd is such a memorable villain and the map of Castle Ravenloft is top notch. </p><p></p><p>I'm about to run an East Texas University (Savage Worlds) campaign except I'm setting it at Mistakotic University in Arkham and using the Call of Cthulhu campaign <em>A Time to Harvest</em>. As I was getting things ready, I decided I would work my way up to the CoC campaign and start out with mostly my own adventures. Without spoiling <em>Harvest, </em>there are NPCs I want the players to have a chance to build connections with <u>before</u> the events of the published campaign I want to use. </p><p></p><p>A lot of adventures do need some work if you're going to use them with your particularly group. With so many different tables, it's almost impossible to come up with an adventure that's applicable to everyone's needs. Some of them are written rather poorly. <em>Winter of the Atom </em>for Fallout isn't a bad campaign, but some of the adventures within require the PCs to perform some very specific actions or the plot can't move forward. That's bad writing right there.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9354681, member: 4534"] I've used a lot of published adventures over the years but most often I design my own adventures. For my first D&D 5th edition campaign, I did something odd in that the campaign revolved around a demon who figured out he was a character in a work of fiction and tried to bust out into the real world. I ended up using some classic AD&D adventures or having elements of them incoroporated into the campaign. Some campaigns have their own problems. I recently ran the Horror at Headstone Hill which had a big problem in that there was nothing to connect Act I to Act II. In Act I the PCs find some information about the person they were sent to find and that's it. It doesn't actually lead them to Act II and the mystery f what happened to this person isn't part of the campaign which is very, very odd. The campaign is salvagable, so if I ever run it again I'll just fix it up a bit. Uinta County in the Wyoming territory is full of interested NPCs, places, and adventures that there's plenty of things to do. It's a good product and I'd recommend it even if it isn't perfect. My absolute favorite AD&D adventure of all time is the original I-6 [I]Castle Ravenloft [/I]from 1983. I've run this adventure multiple times in various game systems. For Deadlands, I had Strahd read too many dime novels and decide to move his entire castle to Colorado. Good times. It's a great adventure because Strahd is such a memorable villain and the map of Castle Ravenloft is top notch. I'm about to run an East Texas University (Savage Worlds) campaign except I'm setting it at Mistakotic University in Arkham and using the Call of Cthulhu campaign [I]A Time to Harvest[/I]. As I was getting things ready, I decided I would work my way up to the CoC campaign and start out with mostly my own adventures. Without spoiling [I]Harvest, [/I]there are NPCs I want the players to have a chance to build connections with [U]before[/U] the events of the published campaign I want to use. A lot of adventures do need some work if you're going to use them with your particularly group. With so many different tables, it's almost impossible to come up with an adventure that's applicable to everyone's needs. Some of them are written rather poorly. [I]Winter of the Atom [/I]for Fallout isn't a bad campaign, but some of the adventures within require the PCs to perform some very specific actions or the plot can't move forward. That's bad writing right there. [/QUOTE]
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