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If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="Dr Simon" data-source="post: 4150774" data-attributes="member: 21938"><p>Just some musings on this topic:</p><p></p><p>An 'adventure' package (I guess we could use 'module' after the old 1e usage) is really a beast of three heads:</p><p></p><p>1. Stats and maps</p><p>2. A pre-written background/set-up/plot hooks</p><p>3. An expectation as to how players will interact with the above.</p><p></p><p>All campaigns are subtly different, so it is likely that many GMs will want to change some or all of the above due to</p><p></p><p>1. Adjusting for power level/house-rules/writer error</p><p>2. Making it more in line with the campaign</p><p>3. Knowing the players</p><p></p><p>Although D&D3 came up with the concept of the standard party, it's quite a tricky act to get all things together on one package. Better, perhaps, would be to produce a campaign pack like the old Traveller adventures or Griffin Mountain. You had all the Element 1 you needed, plus seeds for element 2. The rest came out in play - they were more like an RPG sandbox than specific adventures. </p><p></p><p>Ruins of Intrigue does the same for the Arcana Evolved setting. Also, within such a package you could have varying degrees of pre-written adventure; maybe some short, fully-fleshed scenarios to start you off and give a flavour of the setting.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4150774, member: 21938"] Just some musings on this topic: An 'adventure' package (I guess we could use 'module' after the old 1e usage) is really a beast of three heads: 1. Stats and maps 2. A pre-written background/set-up/plot hooks 3. An expectation as to how players will interact with the above. All campaigns are subtly different, so it is likely that many GMs will want to change some or all of the above due to 1. Adjusting for power level/house-rules/writer error 2. Making it more in line with the campaign 3. Knowing the players Although D&D3 came up with the concept of the standard party, it's quite a tricky act to get all things together on one package. Better, perhaps, would be to produce a campaign pack like the old Traveller adventures or Griffin Mountain. You had all the Element 1 you needed, plus seeds for element 2. The rest came out in play - they were more like an RPG sandbox than specific adventures. Ruins of Intrigue does the same for the Arcana Evolved setting. Also, within such a package you could have varying degrees of pre-written adventure; maybe some short, fully-fleshed scenarios to start you off and give a flavour of the setting. [/QUOTE]
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