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If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="Desdichado" data-source="post: 4150903" data-attributes="member: 2205"><p>Full-time job here. Not a new father, but I am a father of four. Heck, my oldest son, who's just turned twelve? He takes a lot more of my time than a baby ever did anyway. Wait 'til you're running them around to sports programs, music lessons, Boy Scouts, etc. as well as helping them with homework, school projects and juggling <em>their</em> burgeoning social life as well as your own.</p><p></p><p>So I understand the time constraint. What I don't understand is why that leads to a preference for published adventures; to me, it takes more time and effort to run a published adventure well than it does to crib a few maps and statblocks and write up my own material to connect them. I don't run prepared adventures (very often) for two reasons, 1) it's never as good; there aren't any ties to the setting and/or the characters unless you modify it a fair amount anyway, and 2) it's more work. Studying the module and how it's supposed to run is more time consuming that writing something up yourself. Anyway, as to the conclusions and reasons you posted for them, I don't see any connection here. You may want published adventures for your setting, and hey, that's fine; you're free as a consumer to demand whatever types of products you want (I certainly can't claim to be a "model" customer with "standard" tastes across the board in RPG products by any means) but the correllations and connections you build seem to be based on faulty reasoning, in my opinion. To whit:</p><p></p><p>A) Confidence in... what? The skills related to building a compelling and interesting campaign setting vs. the skills needed to write good adventures are not the same set at all. That's a bit like saying that you don't trust your auto mechanic because he admits that he doesn't know how to fix your washer and drier. So what? How does that impact his ability as an auto mechanic? B) Same as above. They may not. So what? How does that make the setting any worse? As far as I'm concerned, <strong>nobody</strong> has expertise with writing adventures for my group unless they take into account the playstyles and characters in my group. Even the supposed best in the business (Paizo's adventure path writers; we just ran a long-running Age of Worms campaign, by the book) failed at many junctures to provide a compelling play experience for us. C) How does this follow, at all? </p><p></p><p>I mean I get it; adventures is what you want. If you don't have adventures, you don't want the setting. That's fine. But just say so, don't try and construct a faulty logical framework for your preferences. Just say, "I like adventures and for me to use a setting, I want adventures custom-made for that setting available for my consumption" and leave it at that. You're not wrong to want that, that's just what you want. That's perfectly fine.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 4150903, member: 2205"] Full-time job here. Not a new father, but I am a father of four. Heck, my oldest son, who's just turned twelve? He takes a lot more of my time than a baby ever did anyway. Wait 'til you're running them around to sports programs, music lessons, Boy Scouts, etc. as well as helping them with homework, school projects and juggling [i]their[/i] burgeoning social life as well as your own. So I understand the time constraint. What I don't understand is why that leads to a preference for published adventures; to me, it takes more time and effort to run a published adventure well than it does to crib a few maps and statblocks and write up my own material to connect them. I don't run prepared adventures (very often) for two reasons, 1) it's never as good; there aren't any ties to the setting and/or the characters unless you modify it a fair amount anyway, and 2) it's more work. Studying the module and how it's supposed to run is more time consuming that writing something up yourself. Anyway, as to the conclusions and reasons you posted for them, I don't see any connection here. You may want published adventures for your setting, and hey, that's fine; you're free as a consumer to demand whatever types of products you want (I certainly can't claim to be a "model" customer with "standard" tastes across the board in RPG products by any means) but the correllations and connections you build seem to be based on faulty reasoning, in my opinion. To whit: A) Confidence in... what? The skills related to building a compelling and interesting campaign setting vs. the skills needed to write good adventures are not the same set at all. That's a bit like saying that you don't trust your auto mechanic because he admits that he doesn't know how to fix your washer and drier. So what? How does that impact his ability as an auto mechanic? B) Same as above. They may not. So what? How does that make the setting any worse? As far as I'm concerned, [b]nobody[/b] has expertise with writing adventures for my group unless they take into account the playstyles and characters in my group. Even the supposed best in the business (Paizo's adventure path writers; we just ran a long-running Age of Worms campaign, by the book) failed at many junctures to provide a compelling play experience for us. C) How does this follow, at all? I mean I get it; adventures is what you want. If you don't have adventures, you don't want the setting. That's fine. But just say so, don't try and construct a faulty logical framework for your preferences. Just say, "I like adventures and for me to use a setting, I want adventures custom-made for that setting available for my consumption" and leave it at that. You're not wrong to want that, that's just what you want. That's perfectly fine. [/QUOTE]
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