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The Biggest Problem with Modern Adventures...
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<blockquote data-quote="Lanefan" data-source="post: 8738357" data-attributes="member: 29398"><p>Almost, for me.</p><p></p><p>I don't mind there being some internal story to the adventure but I don't want the authors to waste their time and page-count trying to fit the adventure into the greater world or setting. I'll do that. It's what I'm here for.</p><p></p><p>By internal story I mean notes on how different things within the adventure interact e.g. different factions, different dungeon inhabitants, what element B will probably do once the PCs have dealt with element A, that sort of thing. Put another way, if the author makes some effort to give the adventure some life, I appreciate it.</p><p></p><p>Part of the thing with 4e adventures* in particular, I think, was that they were written somewhat on an assumption that the PCs would blast through them in a single non-stop run without retreat or rest; meaning that for the author there was little if any need to think about "what happens next". When converted and run in a system where stopping, retreating, resting, and coming back maybe a few days or even a few weeks later is very much a thing, the holes in the writing and "plot development" become glaringly apparent.</p><p></p><p>* - early ones, anyway; I didn't much bother picking up any later ones after how I fared with what I had. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8738357, member: 29398"] Almost, for me. I don't mind there being some internal story to the adventure but I don't want the authors to waste their time and page-count trying to fit the adventure into the greater world or setting. I'll do that. It's what I'm here for. By internal story I mean notes on how different things within the adventure interact e.g. different factions, different dungeon inhabitants, what element B will probably do once the PCs have dealt with element A, that sort of thing. Put another way, if the author makes some effort to give the adventure some life, I appreciate it. Part of the thing with 4e adventures* in particular, I think, was that they were written somewhat on an assumption that the PCs would blast through them in a single non-stop run without retreat or rest; meaning that for the author there was little if any need to think about "what happens next". When converted and run in a system where stopping, retreating, resting, and coming back maybe a few days or even a few weeks later is very much a thing, the holes in the writing and "plot development" become glaringly apparent. * - early ones, anyway; I didn't much bother picking up any later ones after how I fared with what I had. :) [/QUOTE]
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