Lets go exploring! A poll about adventures

Let's Go Exploring! Published adventures

  • I prefer something like the old, original D&D adventures.

    Votes: 103 38.3%
  • I prefer mini-Campaign Settings, ala The Grey Citadel.

    Votes: 46 17.1%
  • I prefer whole campaigns of adventures

    Votes: 46 17.1%
  • I really don't buy Published Adventures

    Votes: 69 25.7%
  • Adventures never sell

    Votes: 5 1.9%

  • Poll closed .

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Morrus said:
I think that the most fun that I and my gaming group got from a published adventure was playing the Night Below boxed set. An adventure, a plug-in-setting, a nice freeform structure, great NPCs ... that was an adventure which went down well!

You played that one too? Groovy! I still remember how cool I thought the illustration of the behir fight was. Best behir ever.
 

This poll should have allowed multiple choices.

I can't answer this poll, since my response isn't there - which is "I like all of the types listed".
 

How about:

"I like adventures of all types, as long as they're good."
 

Well I voted the first choice, prefer old school style stuff. But that really isn't the only vote. I almost voted for I don't buy adventures, but that is only true for right now and technically that is false because I purchased Dungeon 112 and Temple of Kubla Khan last month. I think both of these have the old school style and that is probably why I bought them.

I do like short free pdf adventures, I used to download everyone that enworld linked to, but as I found out with my purchased adventures, I will never get around to play ALL of them.
 

Wycen said:
Well I voted the first choice, prefer old school style stuff. But that really isn't the only vote. I almost voted for I don't buy adventures, but that is only true for right now and technically that is false because I purchased Dungeon 112 and Temple of Kubla Khan last month. I think both of these have the old school style and that is probably why I bought them.

I do like short free pdf adventures, I used to download everyone that enworld linked to, but as I found out with my purchased adventures, I will never get around to play ALL of them.
Yes. That seems more likely. Most gamers don't have a lot of time to play through all their adventures.
 

I picked old school, but that's because I can get a little twitchy if a story style adventure isn't well written. I don't like to write out epic swathes of campaign (40 hr/wk job + houselife w/ g.f. + very busy social/cultural life) as I don't have all that much time, I appreciate truly modular...modules. I love modules like Keep on the Borderlands, Secret of Bone Hill, and Freya's Crucible as they detail a base, NPCs, initial adventuring area, some extra lairs for exploration. I have space for me to throw in locale based adventures like the Vault of Tsathazar Rho, In Search of the Unknown, etc.
 

I get sad and yet feel a tinge of nostalgia, too, when I see people post that their favorite modules are only 1st edition ones. They're also my favorites, but I wish there were more great 3rd edition adventures. I know there are some really good ones, but only a few, if any, great ones. They just don't put the same level of detail, artwork, and finesse into the ones made today.

That said, I do see better and better adventures coming out lately and I do think it's important to support this art form that is so vital to GOOD gaming.
 

If I understand the options that you presented, and I'm not sure that I do, many of the famous 1st Edition adventures are mini-campaigns and exemplify the right way to do them. Three adventures seems to be an ideal size to conceive of a plot arc and setting, but each adventure should also stand and be playable on its own.
 

Rather than any of the options presented I prefer adventure sourcebooks. By 'adventure sourcebook' I'm referring to any adventure that first and formost presents a situation and gives the GM the tools to run that situation properly by detailing NPC and organizational motivations, building a relatively open-ended tree of information that allows me some breathing room to adjust the scenario to my homebrew world. The upcoming Slavelords of Cydonia by Bad Axe Games seems to fit the mold of how I like adventures to be structured. As much as I enjoy Whitewolf's setting material their published adventures, espicially the demo for Vampire: The Requiem are the antithesis of this approach. Of course I realize there is a need for a more structured approach for adventure design, but in the past these structered types of adventures don't deliver what I'm looking for in a product.
 
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