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General Tabletop Discussion
*TTRPGs General
Using Purchased Adventures: How much work do you do?
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<blockquote data-quote="WizarDru" data-source="post: 2090438" data-attributes="member: 151"><p>Good answers, all.</p><p></p><p>Let's look at this from a different tack. Clearly, unless you're using a mega-module like RtToEE, Banewarrens or a series of connected modules like Freeport or the like, every module is going to require some degree of customization to a particular campaign. Wormwood, however, raises an interesting point: what heavy lifting are you looking at the author of a module to do?</p><p></p><p>For example: do you want breakdowns on skill checks (it's a 2" ledge and slippery, so DC14) or just a flat number? Whisper of the Vampire's Blade has been widely criticized for being a real railroad (both for the location and the plot <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=":)" />), since it requires you [spoiler]to keep narrowly missing the villian of the piece, repeatedly throughout the module.[/spoiler] Do you want suggestions at how to recover from the sort of situation that reanjr mentions, where the PCs completely derailed the adventure 25% of the way in? I'm reminded of Wulf Ratbane's description of the drow module where they stopped the story (Queen of Spiders, was it?) literally somewhere in the first act, when the ambush that is supposed to kick-off the story proved fatal for all the bad-guys, effectively ending the module right there (which is probably more indicative of bad setup for that encounter, but let's ignore that possibility for now).</p><p></p><p>What kind of factors and information do you consider most important in the DM toolkit, beyond stat-blocks and flavor text?</p></blockquote><p></p>
[QUOTE="WizarDru, post: 2090438, member: 151"] Good answers, all. Let's look at this from a different tack. Clearly, unless you're using a mega-module like RtToEE, Banewarrens or a series of connected modules like Freeport or the like, every module is going to require some degree of customization to a particular campaign. Wormwood, however, raises an interesting point: what heavy lifting are you looking at the author of a module to do? For example: do you want breakdowns on skill checks (it's a 2" ledge and slippery, so DC14) or just a flat number? Whisper of the Vampire's Blade has been widely criticized for being a real railroad (both for the location and the plot :)), since it requires you [spoiler]to keep narrowly missing the villian of the piece, repeatedly throughout the module.[/spoiler] Do you want suggestions at how to recover from the sort of situation that reanjr mentions, where the PCs completely derailed the adventure 25% of the way in? I'm reminded of Wulf Ratbane's description of the drow module where they stopped the story (Queen of Spiders, was it?) literally somewhere in the first act, when the ambush that is supposed to kick-off the story proved fatal for all the bad-guys, effectively ending the module right there (which is probably more indicative of bad setup for that encounter, but let's ignore that possibility for now). What kind of factors and information do you consider most important in the DM toolkit, beyond stat-blocks and flavor text? [/QUOTE]
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