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What happened to the story?
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<blockquote data-quote="MerricB" data-source="post: 2046685" data-attributes="member: 3586"><p>Here's the thing: anyone who complains that Wizards don't put out adventures has somehow managed to miss the vast quantities of adventures that are currently available. Dungeon Magazine has 36 new adventures per year. The RPGA (funded by Wizards) put out... ooh... a lot of adventures each year. If I just counted the LG adventures <em>I</em> could play last year, I think I get to a figure around 34. (18 core, 8 regional, 8 metaregional). Then there are the Legacy of the Green Regent games, and the Mark of Heroes campaign, and the free adventures that Wizard publishes online (12 a year)...</p><p></p><p>Now, is story important in these adventures? Absolutely. Not in all of them (there are a few LGR and Dungeon adventures that really boil down to "kill some monsters, take their stuff"), but most of the adventures pay attention to the motivations of the villains, the situation, how thing might develop, and so forth.</p><p></p><p>Probably the biggest example of story and campaign building in the last year or two was the first Dungeon "Adventure Path". The adventures took the PCs from 1st to 20th level, and had recurring characters, plot threads, and so forth. (So did Wizards original Adventure Path). </p><p></p><p>Instead of a book discussing the techniques, we get plenty of examples of how it can be done.</p><p></p><p>However, apart from these examples, the Eberron Campaign Setting has a section that discusses plot structure, story and pacing, recurring characters and the like. The Eberron modules give an example of how an Eberron campaign can play - with linked plot elements, recurring villains, and similar - and I rather hope the DMG II also covers these elements.</p><p></p><p>Note that the 3.5e DMG has a section on Maintaining a Campaign which discusses some of these story elements. (page 130).</p><p></p><p>There's a lot of material out there already, and I haven't even delved into non-Wizards products!</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2046685, member: 3586"] Here's the thing: anyone who complains that Wizards don't put out adventures has somehow managed to miss the vast quantities of adventures that are currently available. Dungeon Magazine has 36 new adventures per year. The RPGA (funded by Wizards) put out... ooh... a lot of adventures each year. If I just counted the LG adventures [i]I[/i] could play last year, I think I get to a figure around 34. (18 core, 8 regional, 8 metaregional). Then there are the Legacy of the Green Regent games, and the Mark of Heroes campaign, and the free adventures that Wizard publishes online (12 a year)... Now, is story important in these adventures? Absolutely. Not in all of them (there are a few LGR and Dungeon adventures that really boil down to "kill some monsters, take their stuff"), but most of the adventures pay attention to the motivations of the villains, the situation, how thing might develop, and so forth. Probably the biggest example of story and campaign building in the last year or two was the first Dungeon "Adventure Path". The adventures took the PCs from 1st to 20th level, and had recurring characters, plot threads, and so forth. (So did Wizards original Adventure Path). Instead of a book discussing the techniques, we get plenty of examples of how it can be done. However, apart from these examples, the Eberron Campaign Setting has a section that discusses plot structure, story and pacing, recurring characters and the like. The Eberron modules give an example of how an Eberron campaign can play - with linked plot elements, recurring villains, and similar - and I rather hope the DMG II also covers these elements. Note that the 3.5e DMG has a section on Maintaining a Campaign which discusses some of these story elements. (page 130). There's a lot of material out there already, and I haven't even delved into non-Wizards products! Cheers! [/QUOTE]
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