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Possible different types of adventures.
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<blockquote data-quote="MerricB" data-source="post: 4951938" data-attributes="member: 3586"><p>I play both Berg and Borg. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Indeed. By virtue of having two campaigns, I can run both an Adventure Path in one, and a homebrew which "drops in" adventures from time to time in the other. (And that's been the case for the past three or four years).</p><p></p><p>From a DM's perspective, Adventure Paths can have the lovely aspect of not needing work to drop them in: they contain everything, or at least they should. It should be noted that the very first official TSR modules form an adventure path - for what else is the GDQ series?</p><p></p><p>However, it's not an adventure path that you'd see from Paizo or Wizards! To some degree that is due to the tighter scripting of the later efforts.</p><p></p><p>The level of scripting of adventures is one of the chief elements that informs later adventure design. In the aforementioned Assassin's Knot, the DM has a very small list of scripted events (the plans of the opponents moving apace, if not prevented by the heroes), otherwise the DM and players must take action themselves. Consider Dragons of Despair, which give the PCs free reign in the early part of the adventure (although with a lot of pointers saying "Go to Xak Tsaroth!") until as the Dragon Armies come through, they are forced to the ruined city and the next part of the adventure.</p><p></p><p>Unusually, although Pharaoh (my favourite AD&D adventure) has a scripted beginning, it doesn't script the release of the Efreeti that is the chief enemy in the later adventures. That such occurred when I ran it a few years back is pure serendipity.</p><p></p><p>Meanwhile, a Paizo AP scripts pretty tightly for the most part; likewise with many of the Wizards adventures. (H3 and P2 give a lot of free rein, although unfortunately the factions in H3 aren't interesting enough to give much material for the DM to work with).</p><p></p><p>Short official "sidetrek" adventures have mostly been the preserve of Dungeon magazine; and there is good reason for that: four or five pages of adventure wouldn't sell very well! The Dungeon Delve book gives a version of these side-treks: 30 short adventures in the book with guidelines for expansion isn't a bad deal. Alas for sidetrek lovers, e-Dungeon has had a few too many mega-adventures of late, although that is changing.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4951938, member: 3586"] I play both Berg and Borg. :) Indeed. By virtue of having two campaigns, I can run both an Adventure Path in one, and a homebrew which "drops in" adventures from time to time in the other. (And that's been the case for the past three or four years). From a DM's perspective, Adventure Paths can have the lovely aspect of not needing work to drop them in: they contain everything, or at least they should. It should be noted that the very first official TSR modules form an adventure path - for what else is the GDQ series? However, it's not an adventure path that you'd see from Paizo or Wizards! To some degree that is due to the tighter scripting of the later efforts. The level of scripting of adventures is one of the chief elements that informs later adventure design. In the aforementioned Assassin's Knot, the DM has a very small list of scripted events (the plans of the opponents moving apace, if not prevented by the heroes), otherwise the DM and players must take action themselves. Consider Dragons of Despair, which give the PCs free reign in the early part of the adventure (although with a lot of pointers saying "Go to Xak Tsaroth!") until as the Dragon Armies come through, they are forced to the ruined city and the next part of the adventure. Unusually, although Pharaoh (my favourite AD&D adventure) has a scripted beginning, it doesn't script the release of the Efreeti that is the chief enemy in the later adventures. That such occurred when I ran it a few years back is pure serendipity. Meanwhile, a Paizo AP scripts pretty tightly for the most part; likewise with many of the Wizards adventures. (H3 and P2 give a lot of free rein, although unfortunately the factions in H3 aren't interesting enough to give much material for the DM to work with). Short official "sidetrek" adventures have mostly been the preserve of Dungeon magazine; and there is good reason for that: four or five pages of adventure wouldn't sell very well! The Dungeon Delve book gives a version of these side-treks: 30 short adventures in the book with guidelines for expansion isn't a bad deal. Alas for sidetrek lovers, e-Dungeon has had a few too many mega-adventures of late, although that is changing. Cheers! [/QUOTE]
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