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What makes a good Adventure
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<blockquote data-quote="Stormonu" data-source="post: 9373035" data-attributes="member: 52734"><p>I was hobbled on running BX/1E/2E adventures as I had players that would literally go out and buy the adventure and read them so they knew what to prepare for, so for the longest time I could only use them as guides to then build my own. I've gotten to run them more straight from the book from 3E forward.</p><p></p><p>For me, what I need is an up-front summary of what is the expected goal/path, even it just calls out it is a sandbox. Major areas of interest need to be as fleshed out as possible (maps, encounter keys, tactics are always helpful). It's also very helpful if possible avenues the characters might pursue from one location to the other, especially if the characters pull something unexpected so I know where to either hint where the PCs need to get to next, or what may be happening or affected elsewhere by the character's actions.</p><p></p><p>I buy adventures because they've supposedly done the heavy work of coming up with scenes and places for me. I don't have the time to make my own stuff from scratch like I used to. Generally, the less I have to fill in myself, the better. (But I usually find myself inspired and building on to what's there to customize the story to my group - but its good to have the core already laid out).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9373035, member: 52734"] I was hobbled on running BX/1E/2E adventures as I had players that would literally go out and buy the adventure and read them so they knew what to prepare for, so for the longest time I could only use them as guides to then build my own. I've gotten to run them more straight from the book from 3E forward. For me, what I need is an up-front summary of what is the expected goal/path, even it just calls out it is a sandbox. Major areas of interest need to be as fleshed out as possible (maps, encounter keys, tactics are always helpful). It's also very helpful if possible avenues the characters might pursue from one location to the other, especially if the characters pull something unexpected so I know where to either hint where the PCs need to get to next, or what may be happening or affected elsewhere by the character's actions. I buy adventures because they've supposedly done the heavy work of coming up with scenes and places for me. I don't have the time to make my own stuff from scratch like I used to. Generally, the less I have to fill in myself, the better. (But I usually find myself inspired and building on to what's there to customize the story to my group - but its good to have the core already laid out). [/QUOTE]
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