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General Tabletop Discussion
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Musings on Adventure Structure
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<blockquote data-quote="The-Magic-Sword" data-source="post: 6983742" data-attributes="member: 6801252"><p>There are a lot of idea out there and I'm enjoying the way Wizards is releasing adventure paths- they feel like an event, like each year is an expansion for an MMO like World of Warcraft, you get new content to run characters through and new stories, and even new character options. I like that the AL stuff even functions as side stories with the same theming, if you wanted you could essentially play the forgotten realms like a world progressing through each stage as you make heroes and play through each new adventure path, watchign the world change all the while. </p><p></p><p></p><p>A compilation of shorter adventures is risky, because i think part of the appeal is the ability to market a theme to the buyer of the Campaign. One option, would be to release a book that does revolve around a consistent theme, t's just that there's not much the players can do to confront the primary threat, it's more dispersed and the common thread is simply the catalyst for seperate adventures. Anyone else remember the Chaos Scar series of adventures from a few years ago- from what I remember there's no ending the threat posed by the chaos scar directly, instead it was just a series of plots involved with the basic concept. </p><p></p><p></p><p>But even then, there would be something dissatisfying about playing through all that content without structure- what if there was a book that was like that, but also had an overarching plot in the form of the players participation in a guild? The individual missions might not represent a lot of continuity (perfect for slotting into other games, or as one shots or whatever) but when played as a campaign, there might be a neat campaign where the players uncover lost secrets about their own founders and stuff, with each adventure holding a fragment of the story that reveals the guild founders were responsible, as a party, for what caused the current situation of the chaos scar or whatever, what made the area so dangerous in the first place was their screw up, the guild exists to atone.</p><p></p><p></p><p>One of the intense high end adventures would have some variant options to include that would essentially make it the capstone if they're being run as full campaign. I'd say that would be an awesome module to run, use the adventures individually (the foreshadowing elements just become flavor or whatever) or as a campaign (where the plot is hidden in each adventure for the players to uncover as they enjoy the variety.)</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 6983742, member: 6801252"] There are a lot of idea out there and I'm enjoying the way Wizards is releasing adventure paths- they feel like an event, like each year is an expansion for an MMO like World of Warcraft, you get new content to run characters through and new stories, and even new character options. I like that the AL stuff even functions as side stories with the same theming, if you wanted you could essentially play the forgotten realms like a world progressing through each stage as you make heroes and play through each new adventure path, watchign the world change all the while. A compilation of shorter adventures is risky, because i think part of the appeal is the ability to market a theme to the buyer of the Campaign. One option, would be to release a book that does revolve around a consistent theme, t's just that there's not much the players can do to confront the primary threat, it's more dispersed and the common thread is simply the catalyst for seperate adventures. Anyone else remember the Chaos Scar series of adventures from a few years ago- from what I remember there's no ending the threat posed by the chaos scar directly, instead it was just a series of plots involved with the basic concept. But even then, there would be something dissatisfying about playing through all that content without structure- what if there was a book that was like that, but also had an overarching plot in the form of the players participation in a guild? The individual missions might not represent a lot of continuity (perfect for slotting into other games, or as one shots or whatever) but when played as a campaign, there might be a neat campaign where the players uncover lost secrets about their own founders and stuff, with each adventure holding a fragment of the story that reveals the guild founders were responsible, as a party, for what caused the current situation of the chaos scar or whatever, what made the area so dangerous in the first place was their screw up, the guild exists to atone. One of the intense high end adventures would have some variant options to include that would essentially make it the capstone if they're being run as full campaign. I'd say that would be an awesome module to run, use the adventures individually (the foreshadowing elements just become flavor or whatever) or as a campaign (where the plot is hidden in each adventure for the players to uncover as they enjoy the variety.) [/QUOTE]
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