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The Best Parts of Pre Written Adventurers Are What You Leave Behind
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<blockquote data-quote="Stormdale" data-source="post: 8068132" data-attributes="member: 3555"><p>Yep get rid of anyhting you don't like (usually this includes the plot in my case- especially with regards to the adventure paths) and keep the bits that work for you has always been the mantra of DMing style. The adventure paths (IMO) are good for stealing ideas and sites from and weaving into your own story.</p><p></p><p>My previous game started with Hommlet (1e) a couple sections of PoTA (featherspire keep + River soemthing keep), the 3e version of the moathouse and from there headed off into other adventures which included White Plume mountan and the Frost giant lair of SKT (on land not sea) and ended up running parts of ToA and cut most of the of the final dungeon, ignored seveal of the other dungeons and we had a blast. Wove home brew in and out of it. </p><p></p><p>My current campaiign is the same- liberally cobbled together bits from a nmber of 1e, 2e, 3e and 5e sources- if you look at the adventure paths as little more than sites to drop into your own game then no need to follow a script noone is interested in. I play D&D to have fun not to be bored to death following someothe elses idea of an adventure (whether as a player or DM) why continue ot slog through something no one is enjoying?</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8068132, member: 3555"] Yep get rid of anyhting you don't like (usually this includes the plot in my case- especially with regards to the adventure paths) and keep the bits that work for you has always been the mantra of DMing style. The adventure paths (IMO) are good for stealing ideas and sites from and weaving into your own story. My previous game started with Hommlet (1e) a couple sections of PoTA (featherspire keep + River soemthing keep), the 3e version of the moathouse and from there headed off into other adventures which included White Plume mountan and the Frost giant lair of SKT (on land not sea) and ended up running parts of ToA and cut most of the of the final dungeon, ignored seveal of the other dungeons and we had a blast. Wove home brew in and out of it. My current campaiign is the same- liberally cobbled together bits from a nmber of 1e, 2e, 3e and 5e sources- if you look at the adventure paths as little more than sites to drop into your own game then no need to follow a script noone is interested in. I play D&D to have fun not to be bored to death following someothe elses idea of an adventure (whether as a player or DM) why continue ot slog through something no one is enjoying? [/QUOTE]
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The Best Parts of Pre Written Adventurers Are What You Leave Behind
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