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<blockquote data-quote="Psion" data-source="post: 1517619" data-attributes="member: 172"><p>By ommitting a poll? Clever, you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I don't use as many published adventures these days for two reasons:</p><p>1) They are getting bigger, and bigger adventures are less easily dropped into my game.</p><p>2) FDP doesn't publish adventures.</p><p></p><p>Part of the reason big adventures don't work to me is because of the commitment factor. Usually, the longer the page count, the more consecutive sessions I will spend pursuing that adventures, and I find I like switching up the action a bit quicker than the typial large published adventure accomodates. </p><p></p><p>Further, I usually have my own plans for the campaign, and it's usually easier to fit in a small adventure than a large one. Sometimes I prefer published adventures if I have a specific activity planned for the party, but they aren't ready yet. I don't want to spend 3 or 4 class levels in an adventure unrelated to my world event; 1 level (or better, 1 or 2 sessions) is much more comfortably sized for me. For this reason I really dig AEG's <strong><em>Adventure I</em></strong> and <strong><em>Adventure II</em></strong> because they give me a nice variety of little adventures, and oddly, they seem easier to fit into my game better than Dungeon adventures.</p><p></p><p>Many published adventures are rather inflexible. Banewarrens, I think, is noteworthy, because it gives you notes to fit organizations from your own world to the adventure.</p><p></p><p></p><p>Of published adventures I have played for 3e, I think that <strong><em>The Ghost Machine</em></strong> (one half of <strong><em>On Hallowed Ground</em></strong> by FDP) has been the most enjoyable, with nods to <strong><em>Of Sound Mind</em></strong> and <strong><em></em></strong></p><p><strong><em>NeMoren's Vault</em></strong>. I've had a lot of fun with <strong><em>Rappan Athuk</em></strong>, but always with pick up games, never part of my regular campaign. </p><p></p><p>I also got a ton of use out of <strong><em>Dark Elf City of Hossuth</em></strong> -- it was a very compact AEG city module. I garnished and added details, and used it as a plot hook layer for other adventures in my campaign. The fact that it was more situations than directly plotted made it real easy to fit into the game; it served more as a source of ideas. I could see your own Prison City adventure serving in the same way.</p><p></p><p></p><p></p><p>This strikes a certain truth for me. I appreciate having interesting creatures, challenges, maps, and situations done for me. But having a plot done for me sort of gets in the way.</p><p></p><p>This is one reason why I so strongly disagree with the all too common and baffling condemnation of WotC's <strong><em>Book of Challenges</em></strong>. For what I buy adventures for, it is the singular most valuable "adventure" WotC has published.</p></blockquote><p></p>
[QUOTE="Psion, post: 1517619, member: 172"] By ommitting a poll? Clever, you. ;) I don't use as many published adventures these days for two reasons: 1) They are getting bigger, and bigger adventures are less easily dropped into my game. 2) FDP doesn't publish adventures. Part of the reason big adventures don't work to me is because of the commitment factor. Usually, the longer the page count, the more consecutive sessions I will spend pursuing that adventures, and I find I like switching up the action a bit quicker than the typial large published adventure accomodates. Further, I usually have my own plans for the campaign, and it's usually easier to fit in a small adventure than a large one. Sometimes I prefer published adventures if I have a specific activity planned for the party, but they aren't ready yet. I don't want to spend 3 or 4 class levels in an adventure unrelated to my world event; 1 level (or better, 1 or 2 sessions) is much more comfortably sized for me. For this reason I really dig AEG's [b][i]Adventure I[/i][/b] and [b][i]Adventure II[/i][/b] because they give me a nice variety of little adventures, and oddly, they seem easier to fit into my game better than Dungeon adventures. Many published adventures are rather inflexible. Banewarrens, I think, is noteworthy, because it gives you notes to fit organizations from your own world to the adventure. Of published adventures I have played for 3e, I think that [b][i]The Ghost Machine[/i][/b] (one half of [b][i]On Hallowed Ground[/i][/b] by FDP) has been the most enjoyable, with nods to [b][i]Of Sound Mind[/i][/b] and [b][i] NeMoren's Vault[/i][/b]. I've had a lot of fun with [b][i]Rappan Athuk[/i][/b], but always with pick up games, never part of my regular campaign. I also got a ton of use out of [b][i]Dark Elf City of Hossuth[/i][/b] -- it was a very compact AEG city module. I garnished and added details, and used it as a plot hook layer for other adventures in my campaign. The fact that it was more situations than directly plotted made it real easy to fit into the game; it served more as a source of ideas. I could see your own Prison City adventure serving in the same way. This strikes a certain truth for me. I appreciate having interesting creatures, challenges, maps, and situations done for me. But having a plot done for me sort of gets in the way. This is one reason why I so strongly disagree with the all too common and baffling condemnation of WotC's [b][i]Book of Challenges[/i][/b]. For what I buy adventures for, it is the singular most valuable "adventure" WotC has published. [/QUOTE]
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