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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="Voadam" data-source="post: 9127286" data-attributes="member: 2209"><p>Absolutely.</p><p></p><p>When I ran the Carrion Crown AP it helped immensely that I had read the whole AP, plus a bunch of Paizo threads, and a well done 5e conversion which helped shore up the weak interconnections by tying the module 6 villain to be a creepy supporting ally NPC in Module 1 and 2 instead of just showing up in module 6 out of the blue.</p><p></p><p>That was an aberration for pre-campaign prep for big AP type stuff I have run though and came after a period of a lot of just playing and reading stuff on my own without DMing and the need to prep for the next weekly session.</p><p></p><p> Most often I end up saying I have some adventures with interesting premises, checking if anybody is interested, and going from there even if I have not read everything through first other than the first module I intend to run in the campaign.</p><p></p><p>When I ran the six-module Reign of Winter AP I was mostly jazzed up for the Baba Yaga theme and had read the 1st module when I started the campaign and was pretty much partially through reading module 4 and considering running something else as the 4th part when the party TPK'd in Module 3.</p><p></p><p>My current weekly DMing game came about because the previous DM was burnt out so I volunteered to run a game. I had a list of twenty big plot adventures (Paizo APs, big WotC 5e adventures, Call of Cthulhu big adventure books, others) I had that I was interested in, even though I had not read all the way through most of them. The players were all excited about the premise of Iron Gods so I dove into it. </p><p></p><p>In my current weekly Iron Gods AP I have the band width to read one module ahead when I get close to the end of the current one and to read up each week to refresh on stuff that is coming up and pull in supplemental stuff I want to throw in, but not to go much farther than that. Each module is 96 pages long and sometimes the organization in the individual modules is poor so focusing on the immediate stuff to get specifics straight can take up a bunch of my prep time.</p><p></p><p>So focusing on the immediate is enough to keep the game going and be on top of immediate stuff and it has been hugely fun for me and the players. If I waited to do ultimate complete prep I would have missed out on a lot of good DMing.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9127286, member: 2209"] Absolutely. When I ran the Carrion Crown AP it helped immensely that I had read the whole AP, plus a bunch of Paizo threads, and a well done 5e conversion which helped shore up the weak interconnections by tying the module 6 villain to be a creepy supporting ally NPC in Module 1 and 2 instead of just showing up in module 6 out of the blue. That was an aberration for pre-campaign prep for big AP type stuff I have run though and came after a period of a lot of just playing and reading stuff on my own without DMing and the need to prep for the next weekly session. Most often I end up saying I have some adventures with interesting premises, checking if anybody is interested, and going from there even if I have not read everything through first other than the first module I intend to run in the campaign. When I ran the six-module Reign of Winter AP I was mostly jazzed up for the Baba Yaga theme and had read the 1st module when I started the campaign and was pretty much partially through reading module 4 and considering running something else as the 4th part when the party TPK'd in Module 3. My current weekly DMing game came about because the previous DM was burnt out so I volunteered to run a game. I had a list of twenty big plot adventures (Paizo APs, big WotC 5e adventures, Call of Cthulhu big adventure books, others) I had that I was interested in, even though I had not read all the way through most of them. The players were all excited about the premise of Iron Gods so I dove into it. In my current weekly Iron Gods AP I have the band width to read one module ahead when I get close to the end of the current one and to read up each week to refresh on stuff that is coming up and pull in supplemental stuff I want to throw in, but not to go much farther than that. Each module is 96 pages long and sometimes the organization in the individual modules is poor so focusing on the immediate stuff to get specifics straight can take up a bunch of my prep time. So focusing on the immediate is enough to keep the game going and be on top of immediate stuff and it has been hugely fun for me and the players. If I waited to do ultimate complete prep I would have missed out on a lot of good DMing. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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