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How do YOU personalize adventures?
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<blockquote data-quote="Hussar" data-source="post: 2572125" data-attributes="member: 22779"><p>Well, considering my current campaign is set in the World's Largest Dungeon, I guess I come under the "using premade modules" category. I do tweak and change things here and there. Primarily tactical additions for the most part. Most modules do not include a lot of tactics for the bad guys and I tend to add that in later. Who does what and goes where when the alarm is raised sort of thing. Time permitting, I'll start adding in movement around the adventure so that NPC's or critters can be met anywhere inside an area, depending on the time, rather than in the set location. Keeps the players on their toes when they can bump the Boss in the hallway 15 feet inside the dungeon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If I have more time and inclination after that, I start adding some extra personal touches to the adventure. Maybe a nifty critter from another sourcebook (my players just met a Simurg from Dragon and a flock of fiendish hookwings from Creature Collection) or a spiffy piece of loot from somewhere else. Again, it keeps the players on their toes when you toss in stuff they cannot possible know. Of course, this all depends on the amount of time and energy I feel like expending. Sometimes I'll add a complete little side adventure inside the adventure. Other times, I get lazy and leave things pretty much as they are.</p><p></p><p>Really, the amount of work I do really depends on whether or not I get the inspiration or energy to do it. As a general rule, I don't reinvent the wheel. I bought the bloody module so I wouldn't have to do that, so, unless the module is really bad or desperately needs something, I don't do it. I usually take a fairly minimalist approach and do the least amount of work I can. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 2572125, member: 22779"] Well, considering my current campaign is set in the World's Largest Dungeon, I guess I come under the "using premade modules" category. I do tweak and change things here and there. Primarily tactical additions for the most part. Most modules do not include a lot of tactics for the bad guys and I tend to add that in later. Who does what and goes where when the alarm is raised sort of thing. Time permitting, I'll start adding in movement around the adventure so that NPC's or critters can be met anywhere inside an area, depending on the time, rather than in the set location. Keeps the players on their toes when they can bump the Boss in the hallway 15 feet inside the dungeon. :) If I have more time and inclination after that, I start adding some extra personal touches to the adventure. Maybe a nifty critter from another sourcebook (my players just met a Simurg from Dragon and a flock of fiendish hookwings from Creature Collection) or a spiffy piece of loot from somewhere else. Again, it keeps the players on their toes when you toss in stuff they cannot possible know. Of course, this all depends on the amount of time and energy I feel like expending. Sometimes I'll add a complete little side adventure inside the adventure. Other times, I get lazy and leave things pretty much as they are. Really, the amount of work I do really depends on whether or not I get the inspiration or energy to do it. As a general rule, I don't reinvent the wheel. I bought the bloody module so I wouldn't have to do that, so, unless the module is really bad or desperately needs something, I don't do it. I usually take a fairly minimalist approach and do the least amount of work I can. :) [/QUOTE]
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