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If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="Bardsandsages" data-source="post: 4151115" data-attributes="member: 28771"><p>As a publisher, we don't do that many full blown adventure modules, for many of the same reasons people state they don't use them. Trying to judge the right level, goals, etc that a GM might want for his particular game is like looking for the proverbial needle in the haystack. I agree, however, that adventures are an important part of presenting a campaign settings. For our <a href="http://www.bardsandsages.com/neiyar" target="_blank">Neiyar setting,</a> we have produced two full modules, and the core book includes a low level introductory module. And we plan on producing quite a few modules when we launch the <a href="http://www.bardsandsages.com/karma" target="_blank">Karma System </a> this fall, as adventures will be vital in helping folks quickly learnt he system and see what it can do.</p><p></p><p>What we do publish, however, are products that can give you a jump start on adventures, or that can be used to push forward a stalled game. Things like our <a href="http://www.bardsandsages.com/adventurehavens" target="_blank">Adventure Havens</a> PDFs that each present 12 related locales complete with NPCs, story seeds, etc that can be thrown in at a moment's notice. Or <a href="http://www.bardsandsages.com/nemesis" target="_blank">Nemesis </a> with presents ready-to-use bad guys for when you need an antagonist in a pinch.</p></blockquote><p></p>
[QUOTE="Bardsandsages, post: 4151115, member: 28771"] As a publisher, we don't do that many full blown adventure modules, for many of the same reasons people state they don't use them. Trying to judge the right level, goals, etc that a GM might want for his particular game is like looking for the proverbial needle in the haystack. I agree, however, that adventures are an important part of presenting a campaign settings. For our [URL=http://www.bardsandsages.com/neiyar]Neiyar setting,[/URL] we have produced two full modules, and the core book includes a low level introductory module. And we plan on producing quite a few modules when we launch the [URL=http://www.bardsandsages.com/karma]Karma System [/URL] this fall, as adventures will be vital in helping folks quickly learnt he system and see what it can do. What we do publish, however, are products that can give you a jump start on adventures, or that can be used to push forward a stalled game. Things like our [URL=http://www.bardsandsages.com/adventurehavens]Adventure Havens[/URL] PDFs that each present 12 related locales complete with NPCs, story seeds, etc that can be thrown in at a moment's notice. Or [URL=http://www.bardsandsages.com/nemesis]Nemesis [/URL] with presents ready-to-use bad guys for when you need an antagonist in a pinch. [/QUOTE]
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If YOU Can't Write an Adventure, Why Should I?
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