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<blockquote data-quote="LiL KiNG" data-source="post: 5917536" data-attributes="member: 83799"><p>Personally I don't like it. I usually make my own adventures or heavily modify modules to fit my needs (or into the campaign setting) but I like to have an idea of what/where I want the adventure to go. I do keep anywhere from 3-5 mini adventures on hand in case the party wanders away from the story line. Anything from a simple encounter with an exotic items merchant to sell unique items - or maybe try to 'collect' more unique items from the party with his group of guard thugs, to a small cave complete with 3-4 encounters ending with a young black dragon. Adjust things by level accordingly. </p><p>Anyway, having a good idea of where the party is going and what else is around them (towns, terrain features, etc) is always a good idea. Playing in a specific campaign setting makes that easy as maps are typically available. Freeform takes a lot more planning, but its worth it to put in the effort. You have to be able to 'wing' some things as you go because the party will never do what you expect them to, but still having a general plot layout helps, at least in my opinion/experience. </p><p>I've only had one DM who was able to keep everything in his head well enough to play things out on a whim that didn't feel choppy or disorganized or completely random. But even still he knew his world he created like he lived there himself.</p></blockquote><p></p>
[QUOTE="LiL KiNG, post: 5917536, member: 83799"] Personally I don't like it. I usually make my own adventures or heavily modify modules to fit my needs (or into the campaign setting) but I like to have an idea of what/where I want the adventure to go. I do keep anywhere from 3-5 mini adventures on hand in case the party wanders away from the story line. Anything from a simple encounter with an exotic items merchant to sell unique items - or maybe try to 'collect' more unique items from the party with his group of guard thugs, to a small cave complete with 3-4 encounters ending with a young black dragon. Adjust things by level accordingly. Anyway, having a good idea of where the party is going and what else is around them (towns, terrain features, etc) is always a good idea. Playing in a specific campaign setting makes that easy as maps are typically available. Freeform takes a lot more planning, but its worth it to put in the effort. You have to be able to 'wing' some things as you go because the party will never do what you expect them to, but still having a general plot layout helps, at least in my opinion/experience. I've only had one DM who was able to keep everything in his head well enough to play things out on a whim that didn't feel choppy or disorganized or completely random. But even still he knew his world he created like he lived there himself. [/QUOTE]
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