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Review of the Revised Star Wars Core RPG Book
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<blockquote data-quote="Barcode" data-source="post: 177276" data-attributes="member: 3165"><p>Not sure why you are so negative towards the folks who take the time to share their creations for free up on the web. I'd like to express my appreciation for them, since I know how much time it takes to write up all of that stuff and post it, just to have other people trash it.</p><p></p><p>I actually find it less time consuming to run my own stuff, since I have the entire adventure in my head and don't have to work from a book. I work out the ideas while driving to work or walking the dog, and usually just spend an hour or two before the session jotting down preparatory notes, basically outlining the session and statting the NPC's (mostly from templates). That is easily comparable to reading an adventure, and some level of original preparation is necessary regardless, since I assume your characters have their own agendas and personal histories that need to be developed outside the main story line. Since it is a scenario of my own creation, I can handle whatever the players decide to do, even if they take the story out of bounds.</p><p></p><p>From what I hear of Tempest Feud, it is massive (and good). It is the equivalent of multiple adventures and was clearly a sizeable development effort. That should take you some time to plow through, though my advice would be to intersplice some adventures of your own creation. You might find it takes up less time than you think. If Tempest Feud sells well, then WotC will likely write more adventure books like it. If not, I guess that would be some indication that most GM's write their own stuff.</p></blockquote><p></p>
[QUOTE="Barcode, post: 177276, member: 3165"] Not sure why you are so negative towards the folks who take the time to share their creations for free up on the web. I'd like to express my appreciation for them, since I know how much time it takes to write up all of that stuff and post it, just to have other people trash it. I actually find it less time consuming to run my own stuff, since I have the entire adventure in my head and don't have to work from a book. I work out the ideas while driving to work or walking the dog, and usually just spend an hour or two before the session jotting down preparatory notes, basically outlining the session and statting the NPC's (mostly from templates). That is easily comparable to reading an adventure, and some level of original preparation is necessary regardless, since I assume your characters have their own agendas and personal histories that need to be developed outside the main story line. Since it is a scenario of my own creation, I can handle whatever the players decide to do, even if they take the story out of bounds. From what I hear of Tempest Feud, it is massive (and good). It is the equivalent of multiple adventures and was clearly a sizeable development effort. That should take you some time to plow through, though my advice would be to intersplice some adventures of your own creation. You might find it takes up less time than you think. If Tempest Feud sells well, then WotC will likely write more adventure books like it. If not, I guess that would be some indication that most GM's write their own stuff. [/QUOTE]
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