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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="R_J_K75" data-source="post: 9125942" data-attributes="member: 6921294"><p>I think that as people play together over time, organically games are fun regardless of the adventure. The group just gels.</p><p></p><p>Not to say that I don't run modules but majority of the time I write my own, mostly because now they are campaigns and not ones that take a few sessions to run. It allows me to keep the details as light or extensive as I want, remember things I wrote over trying to remember what someone else wrote. Those 16-64 page adventures from editions past were way better in my opinion then the 256 page mega adventures WotC is putting out now. I know there's anthology's but having them in a book with 10 other adventures just makes it hard for me to run in that format. </p><p></p><p>I've always looked at it this way. Unless a module is utter trash and I decide not to run it, if I take the time to read an adventure and its mediocre, I'll still run it because it's usually salvageable. If not, then the group usually diverts and goes off in an unexpected direction and we make our own fun.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 9125942, member: 6921294"] I think that as people play together over time, organically games are fun regardless of the adventure. The group just gels. Not to say that I don't run modules but majority of the time I write my own, mostly because now they are campaigns and not ones that take a few sessions to run. It allows me to keep the details as light or extensive as I want, remember things I wrote over trying to remember what someone else wrote. Those 16-64 page adventures from editions past were way better in my opinion then the 256 page mega adventures WotC is putting out now. I know there's anthology's but having them in a book with 10 other adventures just makes it hard for me to run in that format. I've always looked at it this way. Unless a module is utter trash and I decide not to run it, if I take the time to read an adventure and its mediocre, I'll still run it because it's usually salvageable. If not, then the group usually diverts and goes off in an unexpected direction and we make our own fun. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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