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*TTRPGs General
"Run as Written" or "Adapt as Desired"
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<blockquote data-quote="GQuail" data-source="post: 3845037" data-attributes="member: 30709"><p>The most common change I make to an adventure is to increase the difficulty: I've got a gorup that has varried from 6 to 8 players, and often I'll see a nice advneture but my players will take forever to get to the right part of the world to take part in it. <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=":-)" /> Sometimes this just means increasing group encoutner, other times NPCs need to be rebuilt from scratch.</p><p></p><p>Also, I make the obvious plot changes to fit my campaign world: switch out core gods as required, sometimes change the motivations of groups to tie into bigger stuff. (So an Iuz cultist may become a member of the demonic cult harranging my players in earlier adventures; a spellcaster NPC in one adventure may get adopted as a recurring NPC) While I make no secret of using DUngeon adventures and other premade quests from time to time, I try to make the joins relatively seamless.</p><p></p><p>However, the basic gist of the adventure is rarely messed about with. If I'm running it, it's because the plot setup or encounters appeal to me - so I want changes to be mostly appearance & balance issues. I don't break adventures apart or cannibalise for parts, for the most part - it either does it for me or doesn't. (The exception is monsters and magic items mentioned in adventures: the first thing I read in Dungeon was the monster appendix to every adventure.)</p></blockquote><p></p>
[QUOTE="GQuail, post: 3845037, member: 30709"] The most common change I make to an adventure is to increase the difficulty: I've got a gorup that has varried from 6 to 8 players, and often I'll see a nice advneture but my players will take forever to get to the right part of the world to take part in it. :-) Sometimes this just means increasing group encoutner, other times NPCs need to be rebuilt from scratch. Also, I make the obvious plot changes to fit my campaign world: switch out core gods as required, sometimes change the motivations of groups to tie into bigger stuff. (So an Iuz cultist may become a member of the demonic cult harranging my players in earlier adventures; a spellcaster NPC in one adventure may get adopted as a recurring NPC) While I make no secret of using DUngeon adventures and other premade quests from time to time, I try to make the joins relatively seamless. However, the basic gist of the adventure is rarely messed about with. If I'm running it, it's because the plot setup or encounters appeal to me - so I want changes to be mostly appearance & balance issues. I don't break adventures apart or cannibalise for parts, for the most part - it either does it for me or doesn't. (The exception is monsters and magic items mentioned in adventures: the first thing I read in Dungeon was the monster appendix to every adventure.) [/QUOTE]
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