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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="Sacrosanct" data-source="post: 6897729" data-attributes="member: 15700"><p>For me, I feel they are better because they gave you the ingredients and general plot hook, but left it up to you to flesh out the details while you were actually playing the game. The new adventures? It reads more like a story with predetermined player actions and resolutions than an adventure. Right now I'm combining the two: Horror on the Hill and SKT, into the same adventure. prepping the HotH part is way easier than SKT. There is less reading on my part for the same amount of actual game time spent, and I'm finding myself tweaking, adding, and modifying things in HotH with ease. Contrasting that with SKT, and it feels like if I change anything, I have to change A LOT of things because it's already predetermined for you what's all going on and happening between the key players. I can add a rival hobgoblin faction into HotH in minutes. If I want to do that in SKT, I have to do a lot of work to incorporate them because of how much it impacts everything else.</p><p></p><p>When players decide to do something you hadn't thought of, I find it much easier to ad lib things in old school adventures than I do in these modern campaigns.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6897729, member: 15700"] For me, I feel they are better because they gave you the ingredients and general plot hook, but left it up to you to flesh out the details while you were actually playing the game. The new adventures? It reads more like a story with predetermined player actions and resolutions than an adventure. Right now I'm combining the two: Horror on the Hill and SKT, into the same adventure. prepping the HotH part is way easier than SKT. There is less reading on my part for the same amount of actual game time spent, and I'm finding myself tweaking, adding, and modifying things in HotH with ease. Contrasting that with SKT, and it feels like if I change anything, I have to change A LOT of things because it's already predetermined for you what's all going on and happening between the key players. I can add a rival hobgoblin faction into HotH in minutes. If I want to do that in SKT, I have to do a lot of work to incorporate them because of how much it impacts everything else. When players decide to do something you hadn't thought of, I find it much easier to ad lib things in old school adventures than I do in these modern campaigns. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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