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*Pathfinder & Starfinder
What are the elements of a good published campaign/module/adventure path?
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<blockquote data-quote="Yora" data-source="post: 6232177" data-attributes="member: 6670763"><p>I agree that providing full stats for all creatures and NPCs in d20-based adventures is neccessary. Because it is a lot of work to do for the GM. It's not that the writers of the adventures are doing it wrong, but that it's a problem caused by the rules system.</p><p>An adventure must either be made for a specified level, or it has to include a lot of work for the GM. You can only take care of one of these problems, but not both. It's a no-win situation created by the system, and probably one of the bigger reasons that makes some GMs turn to OSR games.</p><p></p><p>Picking up another point that I didn't adress in my other post, what I really want from a published adventure is a good story. Using a rules-light system, I can do all the crunching myself. Creating creature stats, NPC stats, treasure, traps, and even detailed area maps.</p><p>But what I am really looking for in published adventures are good backgrounds, antagonist, and villainous plans. Ocasionally I do use published adventure, but in those cases I really recreate the basic story with the right creatures, organizations, and so on, that fit best into my campaigns setting.</p><p>While I think there are lots of things that are wrong with Lamentations of the Flame Princess, this is one aspect I really like very much. Those modules that I've read are explaining an idea for an adventure, rather than being a complete adventure. Comming up with the idea is by far the hardest part for me, when creating campaigns.</p></blockquote><p></p>
[QUOTE="Yora, post: 6232177, member: 6670763"] I agree that providing full stats for all creatures and NPCs in d20-based adventures is neccessary. Because it is a lot of work to do for the GM. It's not that the writers of the adventures are doing it wrong, but that it's a problem caused by the rules system. An adventure must either be made for a specified level, or it has to include a lot of work for the GM. You can only take care of one of these problems, but not both. It's a no-win situation created by the system, and probably one of the bigger reasons that makes some GMs turn to OSR games. Picking up another point that I didn't adress in my other post, what I really want from a published adventure is a good story. Using a rules-light system, I can do all the crunching myself. Creating creature stats, NPC stats, treasure, traps, and even detailed area maps. But what I am really looking for in published adventures are good backgrounds, antagonist, and villainous plans. Ocasionally I do use published adventure, but in those cases I really recreate the basic story with the right creatures, organizations, and so on, that fit best into my campaigns setting. While I think there are lots of things that are wrong with Lamentations of the Flame Princess, this is one aspect I really like very much. Those modules that I've read are explaining an idea for an adventure, rather than being a complete adventure. Comming up with the idea is by far the hardest part for me, when creating campaigns. [/QUOTE]
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What are the elements of a good published campaign/module/adventure path?
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