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What are the minimum standards for a published adventure campaign?
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<blockquote data-quote="DEFCON 1" data-source="post: 9213832" data-attributes="member: 7006"><p>I want plot and story. I want a narrative that gives me multiple scene scenarios whose reason for existence is to drive the overarching plot forward. Whether that's combats, NPC encounters, locations that have eventual sign-posts leading the story forward... I want the outline or spine of a book the players can play and follow-- especially if there is space around them open enough that I can easily fill in with extra scenes and encounters of my own in case the players do not take the default breadcrumbs. Basically, an Adventure <em>Path</em>.</p><p></p><p>But what I don't care about is having full-statted combat encounters, because odds are good that my table will be filled with players of a differing amount or power level than what the game would have to give me as a default. So you can tell me what monsters are meant to be there, but I can easily determine the number of them or which type of them I need (because I have more than enough monster statblocks available at hand to create whatever encounter level will be necessary.)</p><p></p><p>I also don't want simplistic plot hooks meant to connect completely random "modules" into a supposed "storyline". Your hexcrawly-like scenario. I can come up with those myself. I can invent a reason why the group would go from finishing <em>The Sunless Citadel</em> to <em>The Forge of Fury</em>... but those two together do not an overarching narrative make. Or the nine HPE adventures from 4E that were all supposedly about the arrival of Orcus, but which barely connected to one another and many of those modules had nothing to do whatsoever to that story spine. Those aren't campaign Adventure Paths. I want a full path forward. A road to follow across the entirety of the adventure. It's okay to take small detours off the path... especially for character-related stories... but I should always be able to still see the path in the distance and if possible, events on the path occurring without the party's involvement that helps draw them back to it by their choice. If the story is good they will WANT to return to the path and will do so to follow the narrative to the end. That's what a useful campaign adventure path book would be for me.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9213832, member: 7006"] I want plot and story. I want a narrative that gives me multiple scene scenarios whose reason for existence is to drive the overarching plot forward. Whether that's combats, NPC encounters, locations that have eventual sign-posts leading the story forward... I want the outline or spine of a book the players can play and follow-- especially if there is space around them open enough that I can easily fill in with extra scenes and encounters of my own in case the players do not take the default breadcrumbs. Basically, an Adventure [I]Path[/I]. But what I don't care about is having full-statted combat encounters, because odds are good that my table will be filled with players of a differing amount or power level than what the game would have to give me as a default. So you can tell me what monsters are meant to be there, but I can easily determine the number of them or which type of them I need (because I have more than enough monster statblocks available at hand to create whatever encounter level will be necessary.) I also don't want simplistic plot hooks meant to connect completely random "modules" into a supposed "storyline". Your hexcrawly-like scenario. I can come up with those myself. I can invent a reason why the group would go from finishing [I]The Sunless Citadel[/I] to [I]The Forge of Fury[/I]... but those two together do not an overarching narrative make. Or the nine HPE adventures from 4E that were all supposedly about the arrival of Orcus, but which barely connected to one another and many of those modules had nothing to do whatsoever to that story spine. Those aren't campaign Adventure Paths. I want a full path forward. A road to follow across the entirety of the adventure. It's okay to take small detours off the path... especially for character-related stories... but I should always be able to still see the path in the distance and if possible, events on the path occurring without the party's involvement that helps draw them back to it by their choice. If the story is good they will WANT to return to the path and will do so to follow the narrative to the end. That's what a useful campaign adventure path book would be for me. [/QUOTE]
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