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General Tabletop Discussion
*Pathfinder & Starfinder
What kind of adventures do you run?
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<blockquote data-quote="Gilladian" data-source="post: 5457555" data-attributes="member: 2093"><p>I frequently use published adventures, but not usually for more than half the campaign. The higher the level the PCs, the more I cut and paste, shift, retailor and resculpt adventures. </p><p></p><p>I find that if I ONLY run my own adventures, I fall into a rut; things are always just so hard, challenges have too much of the same shape, and NPCs become too predictable. By having another person's imagination and vision of "how things are" in the design, I get more variety and creativity injected.</p><p></p><p>However, I almost always rewrite the intro, some of the history, and certain scenes (usually the villain) to retrofit to my world. What's the fun of having a villainous knightly order in the world if the great warrior-king of a previous generation wasn't one of its historical leaders?</p><p></p><p>I also like to give my PCs plenty of scope to run around and do things like build orphanages, get married, found temples, and other stuff that modules don't "allow for." All of that has to be "written" by me (in the sense that I have to have some idea of what the obstacles they'll face will be).</p><p></p><p>So mix and match is my strategy. I never plan more than about 2 adventures "out" from where my party is. Although this latest campaign I am using a megadungeon (dungeonaday.com) and am hoping they "stick with it" for at least a few levels!</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5457555, member: 2093"] I frequently use published adventures, but not usually for more than half the campaign. The higher the level the PCs, the more I cut and paste, shift, retailor and resculpt adventures. I find that if I ONLY run my own adventures, I fall into a rut; things are always just so hard, challenges have too much of the same shape, and NPCs become too predictable. By having another person's imagination and vision of "how things are" in the design, I get more variety and creativity injected. However, I almost always rewrite the intro, some of the history, and certain scenes (usually the villain) to retrofit to my world. What's the fun of having a villainous knightly order in the world if the great warrior-king of a previous generation wasn't one of its historical leaders? I also like to give my PCs plenty of scope to run around and do things like build orphanages, get married, found temples, and other stuff that modules don't "allow for." All of that has to be "written" by me (in the sense that I have to have some idea of what the obstacles they'll face will be). So mix and match is my strategy. I never plan more than about 2 adventures "out" from where my party is. Although this latest campaign I am using a megadungeon (dungeonaday.com) and am hoping they "stick with it" for at least a few levels! [/QUOTE]
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What kind of adventures do you run?
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