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General Tabletop Discussion
*Pathfinder & Starfinder
What kind of adventures do you run?
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<blockquote data-quote="Celebrim" data-source="post: 5460305" data-attributes="member: 4937"><p>I use a mixture.</p><p></p><p>I find that published modules should really be considered just outlines, especially if you are using old school modules. They require a lot of work and some expansion to make play in the most enjoyable manner. But even a new school module benefits heavily from tweaking to your style, your setting, and expanding on the idea in ways that the designer simply couldn't fit in to 32 pages. Don't let the publisher's reasonable economic concerns drive you to play in a bare bones fashion. I generally completely reskin a module, even if it is basically well done in my opinion. </p><p></p><p>[Spoiler]For example, the module 'Of Sound Mind' got reskinned from a psionic focus to a necromancy focus, the dragon turned from a sapphire dragon to a green dragon, the true villain was made into the product of a spoiled ritual to create a phylactory, the goblins were transformed into allies of my BBEG and their purpose was made to connect to his nefarious plot, it was through the help of the BBEG that the goblins overcame the trogs and evidence of this was added to the dungeon, the map was redone from 2 full to 4 full levels, with an additional area of natural caves, and the unmapped and undescribed trog warrens made part of the adventure, the original slayers of the dragon were linked to existing NPCs in the campaign, and finally breadcrumbs added to length the module to the hunt for the BBEG and the adventure hinted at in the unpublished sequel was fully fleshed out as the next stage in tracking down the BBEG. The result was still somewhat recognizably the original adventure, but seamless with my own invented ideas.[/Spoiler]</p><p></p><p>In short, I consider it perfectly acceptable to mine good modules for plots and ideas, but don't be a slave to them. Integrate them into your world and into your player's stories for the best results.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5460305, member: 4937"] I use a mixture. I find that published modules should really be considered just outlines, especially if you are using old school modules. They require a lot of work and some expansion to make play in the most enjoyable manner. But even a new school module benefits heavily from tweaking to your style, your setting, and expanding on the idea in ways that the designer simply couldn't fit in to 32 pages. Don't let the publisher's reasonable economic concerns drive you to play in a bare bones fashion. I generally completely reskin a module, even if it is basically well done in my opinion. [Spoiler]For example, the module 'Of Sound Mind' got reskinned from a psionic focus to a necromancy focus, the dragon turned from a sapphire dragon to a green dragon, the true villain was made into the product of a spoiled ritual to create a phylactory, the goblins were transformed into allies of my BBEG and their purpose was made to connect to his nefarious plot, it was through the help of the BBEG that the goblins overcame the trogs and evidence of this was added to the dungeon, the map was redone from 2 full to 4 full levels, with an additional area of natural caves, and the unmapped and undescribed trog warrens made part of the adventure, the original slayers of the dragon were linked to existing NPCs in the campaign, and finally breadcrumbs added to length the module to the hunt for the BBEG and the adventure hinted at in the unpublished sequel was fully fleshed out as the next stage in tracking down the BBEG. The result was still somewhat recognizably the original adventure, but seamless with my own invented ideas.[/Spoiler] In short, I consider it perfectly acceptable to mine good modules for plots and ideas, but don't be a slave to them. Integrate them into your world and into your player's stories for the best results. [/QUOTE]
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What kind of adventures do you run?
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