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General Tabletop Discussion
*TTRPGs General
Possible different types of adventures.
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<blockquote data-quote="Glyfair" data-source="post: 4975082" data-attributes="member: 53"><p>From a practical standpoint, the more focus on "background" in an adventure, the less likely I am going to be able to use it for a campaign. I will usakky be able to fit a very small area in my campaign (a town and a dungeon, for example). When the module starts referring to detail larger bits, it becomes more work to use it and fit it in my campaign, and thus less likely to use it.</p><p></p><p>In general, if an adventure is set in a specific campaign world, I will only use it in that campaign world or maybe in a campaign that is very close to it.</p><p></p><p></p><p>Runequest has always had large statblocks, compared to D&D, and the adventures never suffered from that issue.</p><p></p><p>Why did Runequest have this? Well, the "levelling" wasn't as significant as in D&D. The biggest jump was when the party started to be able to get "Healing 6" (the ability to put limbs back in place...before that characters would be regularly maimed, often by themselves). Otherwise, let's glance at the first RQ adventure.</p><p></p><p><strong>Apple Lane</strong> </p><p></p><p>Two and a half adventures in a smallish module book (not quite as small as concurrent TSR adventures, but larger type). You had a generic "go through a rite of passage to adult" event, which was barely an adventure. You had a "protect the pawnshop from the bandits" adventure which played out many different ways every time I ran it. Then you had a dungeon crawl to the Rainbow Mounds, which also had lots of variety because of the various factions in the dungeon. </p><p></p><p>It was the personalities, and interaction with them that gave the adventures depth. They weren't necessarily deep. One group in the dungeon just wanted the arm of their "god" back, but that gave all sorts of motivation from a sentence or two.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4975082, member: 53"] From a practical standpoint, the more focus on "background" in an adventure, the less likely I am going to be able to use it for a campaign. I will usakky be able to fit a very small area in my campaign (a town and a dungeon, for example). When the module starts referring to detail larger bits, it becomes more work to use it and fit it in my campaign, and thus less likely to use it. In general, if an adventure is set in a specific campaign world, I will only use it in that campaign world or maybe in a campaign that is very close to it. Runequest has always had large statblocks, compared to D&D, and the adventures never suffered from that issue. Why did Runequest have this? Well, the "levelling" wasn't as significant as in D&D. The biggest jump was when the party started to be able to get "Healing 6" (the ability to put limbs back in place...before that characters would be regularly maimed, often by themselves). Otherwise, let's glance at the first RQ adventure. [B]Apple Lane[/B] Two and a half adventures in a smallish module book (not quite as small as concurrent TSR adventures, but larger type). You had a generic "go through a rite of passage to adult" event, which was barely an adventure. You had a "protect the pawnshop from the bandits" adventure which played out many different ways every time I ran it. Then you had a dungeon crawl to the Rainbow Mounds, which also had lots of variety because of the various factions in the dungeon. It was the personalities, and interaction with them that gave the adventures depth. They weren't necessarily deep. One group in the dungeon just wanted the arm of their "god" back, but that gave all sorts of motivation from a sentence or two. [/QUOTE]
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