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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="AngryTiger" data-source="post: 6897386" data-attributes="member: 6789507"><p>The problem i have with the adventures is that they are more like campaigns than adventures. They start at low level and go all the way up to high level, and are way too long. I can't just drop the adventure in my campaign because they are much higher level than the assumed starting level of these modules. Either i have to rewrite most of the encounters to fit the right level, have everything be way too easy for half the adventure or start a new campaign.</p><p></p><p>I like variety and cool new stuff in my games, and even though the adventures have some very cool stuff in them, they drag on. Fighting same enemies, and having same theme for too long and the players get tired and want to move on, and so do i. </p><p></p><p>Yes, i could rip out the cool stuff and use them without the rest of the adventure, but that takes too much work and the books cost way too much for it to be worth it. In the time it takes me to read trough the whole thing, figure out what the story is about, and find the cool bits, and tailor them for my group, i could have wrote entire adventure on my own.</p><p></p><p>The other problem i have with most modern adventures, is that they take too long to prep. Some people complained that The lost mines of phandelver didn't contain all the needed information. I think the opposite, the adventures have too much information, it takes too long to read the whole story and what each room in every single place contains. I only need to know the basics and make up the rest as i go along. There is limited amount of stuff i can remember and every time i run premade adventure i have to stop after every room to reread forward what was next. Short couple line notes per room would be enough to tell the room purpose, what monsters and what loot it has.</p><p></p><p>These days i just find a cool hook and make rest of the stuff up instead of trying to run premade adventures. I find it takes less work than reading and prepping the adventures overloaded with information i don't need.</p></blockquote><p></p>
[QUOTE="AngryTiger, post: 6897386, member: 6789507"] The problem i have with the adventures is that they are more like campaigns than adventures. They start at low level and go all the way up to high level, and are way too long. I can't just drop the adventure in my campaign because they are much higher level than the assumed starting level of these modules. Either i have to rewrite most of the encounters to fit the right level, have everything be way too easy for half the adventure or start a new campaign. I like variety and cool new stuff in my games, and even though the adventures have some very cool stuff in them, they drag on. Fighting same enemies, and having same theme for too long and the players get tired and want to move on, and so do i. Yes, i could rip out the cool stuff and use them without the rest of the adventure, but that takes too much work and the books cost way too much for it to be worth it. In the time it takes me to read trough the whole thing, figure out what the story is about, and find the cool bits, and tailor them for my group, i could have wrote entire adventure on my own. The other problem i have with most modern adventures, is that they take too long to prep. Some people complained that The lost mines of phandelver didn't contain all the needed information. I think the opposite, the adventures have too much information, it takes too long to read the whole story and what each room in every single place contains. I only need to know the basics and make up the rest as i go along. There is limited amount of stuff i can remember and every time i run premade adventure i have to stop after every room to reread forward what was next. Short couple line notes per room would be enough to tell the room purpose, what monsters and what loot it has. These days i just find a cool hook and make rest of the stuff up instead of trying to run premade adventures. I find it takes less work than reading and prepping the adventures overloaded with information i don't need. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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