Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
If YOU Can't Write an Adventure, Why Should I?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="talien" data-source="post: 4150972" data-attributes="member: 3285"><p>Simply put, adventures are shortcuts. I completely rewrite everything I use – but I need something to start with. It might be as simple as a stat block, which in itself can suck up hours of time to create for the more complex systems. It could be simply be a plotline that I hadn’t thought of. Or it could be maps and descriptions of rooms and areas – I don’t have the time to flesh out a prison complex, a bustling city, or a dungeon. Published adventures do that for me, so even if I do want to tweak it, I have enough raw materials to work with that at least I have a choice.</p><p></p><p>So back to my three points:</p><p></p><p>A) I disagree with your parallel that adventures are to campaign settings as washer/dryers are to automobiles. My parallel would be: I expect a mechanic to know how to fix my car, INCLUDING the parts that depend on the engine. The engine (the core game system) runs everything else. If the mechanic only insists on working on the engine, I’m much less confident that he knows how to fix the other parts of my car. </p><p></p><p>B) I fully appreciate that every game is, in essence, a unique product. But there’s degrees of uniqueness – there are plenty of Forgotten Realms games that work just fine using the Forgotten Realms campaign, and update them when new material comes out. Your game is much more customized, and you’re far more confident in your GM skills, so you can customize all you want with confidence. I’m with you on that – I’m practically system-blind at this point, so much so that I’ve resorted to adapting movie scripts to scenarios. But I still need raw material: maps, NPCs, statistics. If a company has expertise on the game world they published, I expect them to be able to churn this information out faster than I could by creating it from scratch. </p><p></p><p>C) If game companies want a commitment from me as a GM, they need to court me. If we’re going to enter into a long-term relationship, there better be a long term investment in my game, and scenarios/adventures are one way a game company invests in its GM-base. I see a commitment to publishing adventures as a measure of both the company’s attitude towards its players and its long-term strategy. </p><p></p><p>As others have said, writing campaign material is easier than writing scenarios. When you’re inventing things from whole cloth, who will contradict you? But writing adventures/scenarios that USE those settings are harder, because it requires ideas to be put into practice (does that NPC’s philosophy really play out as described in his stat block?), tests the rules system (what happens when mecha fight a squad of foot soldiers – is it balanced? Should it be? That wasn’t covered in the main rulebook…), and must be balanced against all the character creation systems in the game (does it cater only to a particular type of PC? Why or why not? Is that the PC type that the core rules expect you to create?).</p><p></p><p>So adventures are far more than just an easy template for harried GMs. Campaign worlds are templates for a game, but adventures are how you actually PLAY the game. If a company can’t produce that (even for free), it’s not producing a complete game. And if it’s not producing a complete game, I feel well within my rights to distrust the rules system, and by proxy, the company.</p></blockquote><p></p>
[QUOTE="talien, post: 4150972, member: 3285"] Simply put, adventures are shortcuts. I completely rewrite everything I use – but I need something to start with. It might be as simple as a stat block, which in itself can suck up hours of time to create for the more complex systems. It could be simply be a plotline that I hadn’t thought of. Or it could be maps and descriptions of rooms and areas – I don’t have the time to flesh out a prison complex, a bustling city, or a dungeon. Published adventures do that for me, so even if I do want to tweak it, I have enough raw materials to work with that at least I have a choice. So back to my three points: A) I disagree with your parallel that adventures are to campaign settings as washer/dryers are to automobiles. My parallel would be: I expect a mechanic to know how to fix my car, INCLUDING the parts that depend on the engine. The engine (the core game system) runs everything else. If the mechanic only insists on working on the engine, I’m much less confident that he knows how to fix the other parts of my car. B) I fully appreciate that every game is, in essence, a unique product. But there’s degrees of uniqueness – there are plenty of Forgotten Realms games that work just fine using the Forgotten Realms campaign, and update them when new material comes out. Your game is much more customized, and you’re far more confident in your GM skills, so you can customize all you want with confidence. I’m with you on that – I’m practically system-blind at this point, so much so that I’ve resorted to adapting movie scripts to scenarios. But I still need raw material: maps, NPCs, statistics. If a company has expertise on the game world they published, I expect them to be able to churn this information out faster than I could by creating it from scratch. C) If game companies want a commitment from me as a GM, they need to court me. If we’re going to enter into a long-term relationship, there better be a long term investment in my game, and scenarios/adventures are one way a game company invests in its GM-base. I see a commitment to publishing adventures as a measure of both the company’s attitude towards its players and its long-term strategy. As others have said, writing campaign material is easier than writing scenarios. When you’re inventing things from whole cloth, who will contradict you? But writing adventures/scenarios that USE those settings are harder, because it requires ideas to be put into practice (does that NPC’s philosophy really play out as described in his stat block?), tests the rules system (what happens when mecha fight a squad of foot soldiers – is it balanced? Should it be? That wasn’t covered in the main rulebook…), and must be balanced against all the character creation systems in the game (does it cater only to a particular type of PC? Why or why not? Is that the PC type that the core rules expect you to create?). So adventures are far more than just an easy template for harried GMs. Campaign worlds are templates for a game, but adventures are how you actually PLAY the game. If a company can’t produce that (even for free), it’s not producing a complete game. And if it’s not producing a complete game, I feel well within my rights to distrust the rules system, and by proxy, the company. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
If YOU Can't Write an Adventure, Why Should I?
Top