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*TTRPGs General
If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="roguerouge" data-source="post: 4151253" data-attributes="member: 13855"><p>I think it very much depends on what TYPE of adventure we're talking about here: the adventure path, the module, or the encounter. </p><p></p><p>The encounter (such as the smallest of the Dungeon magazine adventures) is the ultimate in plug-and-play and the easiest to alter to the ongoing campaign's needs. The closer this genre comes to the classical unities of time and place, the better it fits into more worlds. Isolation of locale and detailing a handful of NPCs very well are the virtues of this genre.</p><p></p><p>The adventure path requires little in the way of re-jiggering, as the entire appeal of the adventure path is that it IS the campaign. What little tweaking that occurs is to taste than to fit into a pre-existing narrative. Comprehensiveness and scope (detailed settings and a large number of sketched NPCs) are virtues in this form.</p><p></p><p>The mid-sized module, then, is the problem child. It tells a bigger story than the encounter and often includes a starter town or sizable hook. So, it's big enough to require alteration to fit into a campaign, yet not large enough to BE the campaign.</p><p></p><p>So, you have to write the module in a special way. </p><p></p><p>One approach is to have a loose string of modules in a well-detailed setting (such as Hollow's Last Hope, The Crown of the Kobold King, and Carnival of Tears). This marries the virtues of 1 thoroughly explored setting of the encounter genre with the expanded scope of the adventure path: you know a town or an area well, rather than a world or a house. </p><p></p><p>Another approach is the odd-ball setting: the desert adventure, the arctic north adventure, the lost island exploration. These can be more easily plugged into more campaigns as the DM simply has to plug them into areas of the map that the PCs haven't yet explored.</p><p></p><p>There's other approaches, but I have work on my plate.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4151253, member: 13855"] I think it very much depends on what TYPE of adventure we're talking about here: the adventure path, the module, or the encounter. The encounter (such as the smallest of the Dungeon magazine adventures) is the ultimate in plug-and-play and the easiest to alter to the ongoing campaign's needs. The closer this genre comes to the classical unities of time and place, the better it fits into more worlds. Isolation of locale and detailing a handful of NPCs very well are the virtues of this genre. The adventure path requires little in the way of re-jiggering, as the entire appeal of the adventure path is that it IS the campaign. What little tweaking that occurs is to taste than to fit into a pre-existing narrative. Comprehensiveness and scope (detailed settings and a large number of sketched NPCs) are virtues in this form. The mid-sized module, then, is the problem child. It tells a bigger story than the encounter and often includes a starter town or sizable hook. So, it's big enough to require alteration to fit into a campaign, yet not large enough to BE the campaign. So, you have to write the module in a special way. One approach is to have a loose string of modules in a well-detailed setting (such as Hollow's Last Hope, The Crown of the Kobold King, and Carnival of Tears). This marries the virtues of 1 thoroughly explored setting of the encounter genre with the expanded scope of the adventure path: you know a town or an area well, rather than a world or a house. Another approach is the odd-ball setting: the desert adventure, the arctic north adventure, the lost island exploration. These can be more easily plugged into more campaigns as the DM simply has to plug them into areas of the map that the PCs haven't yet explored. There's other approaches, but I have work on my plate. [/QUOTE]
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If YOU Can't Write an Adventure, Why Should I?
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