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The top 2 reasons why gaming groups break up (that you can control)
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<blockquote data-quote="Belegbeth" data-source="post: 1474126" data-attributes="member: 17228"><p>I largely agree with you Emirikol.</p><p></p><p>I honestly do not understand the popularity of prepackaged campaign worlds right now.  Nor do I understand why so many DMs are dismissive of (generic) adventure modules.</p><p></p><p>In my experience, it has always been a *very* enjoyable experience to design my own campaign world (history, cultures, religion, etc.).  I find the process to be both intinsically rewarding, and one that pays off in terms of player enjoyment (my players really appreciate the fact that they are experiencing a unique world, and not the nth incarnation of the Forgotten Realms).</p><p></p><p>With a reasonably well-developed world in hand, I generally have no problems in adapting good adventure modules to my setting (even, in some cases, ones intended for another campaign setting).  It might take some work, but far less work than building adventures from scratch.  And since I am *the* authority with respect to my world, I know exactly what modifications are necessary in order to make the adventure fit in.</p><p></p><p>Moreover, this process saves labour and time.  By establishing a clear "world framework" through campaign design, I can improvise encounters when necessary, and easily adapt published adventures as I see fit.  Some adventures I design from the ground up, when I have time, but editing (even extensively editing) prepackaged adventures helps to avoid burn out.  And I am far more comfortable spending two hours radically "fixing" a premade adenture, than I am spending six hours making sure I properly "understand" the Forgotten Realms before beginning to design my own adventure.</p></blockquote><p></p>
[QUOTE="Belegbeth, post: 1474126, member: 17228"] I largely agree with you Emirikol. I honestly do not understand the popularity of prepackaged campaign worlds right now. Nor do I understand why so many DMs are dismissive of (generic) adventure modules. In my experience, it has always been a *very* enjoyable experience to design my own campaign world (history, cultures, religion, etc.). I find the process to be both intinsically rewarding, and one that pays off in terms of player enjoyment (my players really appreciate the fact that they are experiencing a unique world, and not the nth incarnation of the Forgotten Realms). With a reasonably well-developed world in hand, I generally have no problems in adapting good adventure modules to my setting (even, in some cases, ones intended for another campaign setting). It might take some work, but far less work than building adventures from scratch. And since I am *the* authority with respect to my world, I know exactly what modifications are necessary in order to make the adventure fit in. Moreover, this process saves labour and time. By establishing a clear "world framework" through campaign design, I can improvise encounters when necessary, and easily adapt published adventures as I see fit. Some adventures I design from the ground up, when I have time, but editing (even extensively editing) prepackaged adventures helps to avoid burn out. And I am far more comfortable spending two hours radically "fixing" a premade adenture, than I am spending six hours making sure I properly "understand" the Forgotten Realms before beginning to design my own adventure. [/QUOTE]
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The top 2 reasons why gaming groups break up (that you can control)
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