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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="Ry" data-source="post: 3440951" data-attributes="member: 8314"><p>I'm not advocating for adventures without context - I find them boring too. I'm advocating for context (which can be highly unique and flavorful) as an upshot of the creation of the adventure, especially during play.</p><p></p><p>In another thread, I asked "What forces drive D&D history?" There were a lot of answers, but (even though it was a joke answer) I think the best was Shroomy's: </p><p></p><p></p><p></p><p>What I'm trying to say is that if you spend an hour developing something that can engage the players for 5 minutes, when you could be spending an hour on something that the players engage for 30, you're not wasting time, but you could be making better use of that time. Setting design and adventure prep are not equally important to the experience of the game. </p><p></p><p>However, I understand Reynard's point. If an adventure prep doesn't happen for you without setting design, then you've got to do your setting design (when I say adventure prep I'm talking about the kind of adventure that's worth playing, which includes themes, has its own style, and supports extensive exploration). </p><p></p><p>But if you can go straight to adventure prep and still hit the thematic points, style, and sense of exploration and context that your players are looking for, I'm saying that time is better spent.</p></blockquote><p></p>
[QUOTE="Ry, post: 3440951, member: 8314"] I'm not advocating for adventures without context - I find them boring too. I'm advocating for context (which can be highly unique and flavorful) as an upshot of the creation of the adventure, especially during play. In another thread, I asked "What forces drive D&D history?" There were a lot of answers, but (even though it was a joke answer) I think the best was Shroomy's: What I'm trying to say is that if you spend an hour developing something that can engage the players for 5 minutes, when you could be spending an hour on something that the players engage for 30, you're not wasting time, but you could be making better use of that time. Setting design and adventure prep are not equally important to the experience of the game. However, I understand Reynard's point. If an adventure prep doesn't happen for you without setting design, then you've got to do your setting design (when I say adventure prep I'm talking about the kind of adventure that's worth playing, which includes themes, has its own style, and supports extensive exploration). But if you can go straight to adventure prep and still hit the thematic points, style, and sense of exploration and context that your players are looking for, I'm saying that time is better spent. [/QUOTE]
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