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General Tabletop Discussion
*Dungeons & Dragons
How would you feel if Official Adventures only covered 3 levels?
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<blockquote data-quote="Staffan" data-source="post: 9652182" data-attributes="member: 907"><p>There are two problems with D&D when it comes to making short modules. One is the enormous power increase as characters level up, and the other is the lack of a default setting and campaign mode.</p><p></p><p>The power increase thing is self-explanatory. An adventure appropriate for 6th level characters won't be fine for 3rd level characters, and vice versa.</p><p></p><p>The lack of a default setting and campaign mode means that potential adventure writers know nothing about the context in which the adventure is taking place. With a game like Shadowrun, that's easy: you're playing Shadowrunners, who are essentially criminals for hire, and you live in Seattle and you're being hired by Mr. Johnson to do a job and then you'll be betrayed. Star Wars: Age of Rebellion is also easy: you're rebels who have been sent to do something for the Rebel Alliance. You <strong>can</strong> play those games outside of those contexts, but there's a pretty clear default campaign mode that an adventure writer can use. But the closest thing D&D has to a default campaign mode is "here's a dungeon with monsters and loot for you to kill and steal." And that's kind of boring.</p><p></p><p>These factors taken together means that the chance of any given adventure both being the right level and being appropriate for my particular campaign situation is miniscule. That's why campaign-length adventures/adventure paths work better commercially: they're intended for new campaigns, so you can adapt the characters to the campaign instead of vice versa.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9652182, member: 907"] There are two problems with D&D when it comes to making short modules. One is the enormous power increase as characters level up, and the other is the lack of a default setting and campaign mode. The power increase thing is self-explanatory. An adventure appropriate for 6th level characters won't be fine for 3rd level characters, and vice versa. The lack of a default setting and campaign mode means that potential adventure writers know nothing about the context in which the adventure is taking place. With a game like Shadowrun, that's easy: you're playing Shadowrunners, who are essentially criminals for hire, and you live in Seattle and you're being hired by Mr. Johnson to do a job and then you'll be betrayed. Star Wars: Age of Rebellion is also easy: you're rebels who have been sent to do something for the Rebel Alliance. You [B]can[/B] play those games outside of those contexts, but there's a pretty clear default campaign mode that an adventure writer can use. But the closest thing D&D has to a default campaign mode is "here's a dungeon with monsters and loot for you to kill and steal." And that's kind of boring. These factors taken together means that the chance of any given adventure both being the right level and being appropriate for my particular campaign situation is miniscule. That's why campaign-length adventures/adventure paths work better commercially: they're intended for new campaigns, so you can adapt the characters to the campaign instead of vice versa. [/QUOTE]
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How would you feel if Official Adventures only covered 3 levels?
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