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General Tabletop Discussion
*Dungeons & Dragons
I can’t seem to DM written adventures.
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<blockquote data-quote="Enrahim2" data-source="post: 8980636" data-attributes="member: 7039850"><p>I feel one issue here is that there are so many things that is called "Prewritten adventures". A location based death trap dungeon like tomb of horror provide something very different than an epic coherent campaign like War of the burning sky, and very different from this again we have low prep skeletons like Sly Flurish' adventures.</p><p></p><p>Even within a single "style" there are an enormous range of extremely different experiences. A simple keyed dungeon could for instance be a designed as deathtrap dungeon, a hackfest, an elaborate puzzle, a political hotpot or a pure funhouse of weird ideas.</p><p></p><p>I consider myself one that like to run pre-made adventures, and having a very wide range of interests. Still I find myself outright dismissing about half of the adventures I read as not usable for my purposes, and the remainder usually require some significant interpretation and adaptation to fit my overal "style".</p><p></p><p>So why not just make my own, if I need to do work anyway? Bacause I find running something based on other people's ideas more fun! This way I as a DM get to take some part of the same kind of fun as the players - exploring and discovering something I have not made myself.</p><p></p><p>And as many have pointed out, it is important to look for adventures that covers prep you are not fond of yourself, but feel you need. For my case, adventures with good handouts, maps, illustrations and dilemmas I myself find thought provoking are key things I value a lot. However I enjoy providing alternatives to combat, find reasonable explanations for anything, and tailor phasing and descriptions to party - so adventures with unavoidable combat, obvious breaches of internal logic, overly rigid structure or heavy on read aloud prose tend to turn me off. While for others this might be exactly the kind of things they want to help their prep.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8980636, member: 7039850"] I feel one issue here is that there are so many things that is called "Prewritten adventures". A location based death trap dungeon like tomb of horror provide something very different than an epic coherent campaign like War of the burning sky, and very different from this again we have low prep skeletons like Sly Flurish' adventures. Even within a single "style" there are an enormous range of extremely different experiences. A simple keyed dungeon could for instance be a designed as deathtrap dungeon, a hackfest, an elaborate puzzle, a political hotpot or a pure funhouse of weird ideas. I consider myself one that like to run pre-made adventures, and having a very wide range of interests. Still I find myself outright dismissing about half of the adventures I read as not usable for my purposes, and the remainder usually require some significant interpretation and adaptation to fit my overal "style". So why not just make my own, if I need to do work anyway? Bacause I find running something based on other people's ideas more fun! This way I as a DM get to take some part of the same kind of fun as the players - exploring and discovering something I have not made myself. And as many have pointed out, it is important to look for adventures that covers prep you are not fond of yourself, but feel you need. For my case, adventures with good handouts, maps, illustrations and dilemmas I myself find thought provoking are key things I value a lot. However I enjoy providing alternatives to combat, find reasonable explanations for anything, and tailor phasing and descriptions to party - so adventures with unavoidable combat, obvious breaches of internal logic, overly rigid structure or heavy on read aloud prose tend to turn me off. While for others this might be exactly the kind of things they want to help their prep. [/QUOTE]
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I can’t seem to DM written adventures.
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