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"Planar Handbook" - completlely useless?
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<blockquote data-quote="Sir Elton" data-source="post: 1717463" data-attributes="member: 14486"><p>[<span style="font-family: 'Times New Roman'"><span style="font-size: 12px">QUOTE=Mystery Man]Strong opinions get strong reactions, _blank_ happens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> I remain cautiously optimistic.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> I'm not so sure that going back to the adventure market is such a great idea. We'll see. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> </span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="font-size: 12px">I would like to see the adventures that are published give the controls to the DM rather that have a linear plot for the DM to read and the players to follow. That linear plot that reads from start to finish with encounters in between just isnt working IMHO. An ideal adventure module for me would be very open ended with the tools for the DM to create the encounters and things like that around the plot.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> </span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="font-size: 12px">That would include a list of NPCs and their motivations. A dungeon, a wilderness area, a city and whatever else with a list of things to put in them rather than a static set of encouters and EL's. Five or six examples of major events with the ability to plop tem in anywhere the DM sees fit. And a plot to wrap it all around.</span></span></p></blockquote><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> Like a mini-campaign? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> It shouldn't be too hard to do in a d20 modern, d20 future, or d20 fantasy vein. Lets see, the old ICE adventure "Tales of the Loremasters" gave a listing of adventure sites and how the NPCs around those adventure sites would react to a given situation. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"> </span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="font-size: 12px">Lets take Hellgate Keep for instance. Someone like you can redetail a few sites around Hellgate Keep; and maybe a bit of the Hellgate Keep dungeon, and then actually <em>state in the text</em> that the adventure sites provide your own path for adventure.</span></span><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"> </span></span></p><p> <span style="font-size: 12px"><span style="font-family: 'Times New Roman'">Another way to do it is to provide an adventure in a traditional format, and then detail sites of interesting goodness around the main site. I could do that with Neverwinter or even Silverymoon. The worst thing to do, I think, is to write really bad ones or to say that you are going to do it and then get chicken feet and then don't. To compete with Necromancer Games, Wizards has to up the bar I think, to make their adventures better than the competition. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"> </span></span></p><p>[/QUOTE]</p>
[QUOTE="Sir Elton, post: 1717463, member: 14486"] [[font=Times New Roman][size=3]QUOTE=Mystery Man]Strong opinions get strong reactions, _blank_ happens. :o I remain cautiously optimistic. I'm not so sure that going back to the adventure market is such a great idea. We'll see. I would like to see the adventures that are published give the controls to the DM rather that have a linear plot for the DM to read and the players to follow. That linear plot that reads from start to finish with encounters in between just isnt working IMHO. An ideal adventure module for me would be very open ended with the tools for the DM to create the encounters and things like that around the plot. That would include a list of NPCs and their motivations. A dungeon, a wilderness area, a city and whatever else with a list of things to put in them rather than a static set of encouters and EL's. Five or six examples of major events with the ability to plop tem in anywhere the DM sees fit. And a plot to wrap it all around.[/QUOTE] Like a mini-campaign? :D It shouldn't be too hard to do in a d20 modern, d20 future, or d20 fantasy vein. Lets see, the old ICE adventure "Tales of the Loremasters" gave a listing of adventure sites and how the NPCs around those adventure sites would react to a given situation. Lets take Hellgate Keep for instance. Someone like you can redetail a few sites around Hellgate Keep; and maybe a bit of the Hellgate Keep dungeon, and then actually [i]state in the text[/i] that the adventure sites provide your own path for adventure.[/size][/font][size=3][font=Times New Roman] Another way to do it is to provide an adventure in a traditional format, and then detail sites of interesting goodness around the main site. I could do that with Neverwinter or even Silverymoon. The worst thing to do, I think, is to write really bad ones or to say that you are going to do it and then get chicken feet and then don't. To compete with Necromancer Games, Wizards has to up the bar I think, to make their adventures better than the competition. [/font][/size] [/QUOTE]
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