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What makes a good Adventure
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<blockquote data-quote="Clint_L" data-source="post: 9373226" data-attributes="member: 7035894"><p>For me a good adventure has to have room for players to make meaningful choices that will profoundly affect the outcome. I stay away from apocalyptic scenarios because there's no real stakes to them and unless you are willing to blow up the whole campaign and setting, the story is on a railroad: the players basically have to win.</p><p></p><p>I think one of the reasons the original Phandelver is such a good adventure is because there are tons of side quests and interesting NPCs with their own stories, any one of which can be spun off to become a lot bigger. And in the end, if the players don't even bother with Wave Echo Caves and, presumably, the Spider wins...eh. That's okay. Maybe when they are level 10 the players will revisit the area and have to deal with the consequences, but the world won't end or anything.</p><p></p><p>So I prefer adventures where the stakes are personal, and where the players can go on a tangent and the world won't end. Which is why my revisions to the new Vecna adventure are becoming massive.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9373226, member: 7035894"] For me a good adventure has to have room for players to make meaningful choices that will profoundly affect the outcome. I stay away from apocalyptic scenarios because there's no real stakes to them and unless you are willing to blow up the whole campaign and setting, the story is on a railroad: the players basically have to win. I think one of the reasons the original Phandelver is such a good adventure is because there are tons of side quests and interesting NPCs with their own stories, any one of which can be spun off to become a lot bigger. And in the end, if the players don't even bother with Wave Echo Caves and, presumably, the Spider wins...eh. That's okay. Maybe when they are level 10 the players will revisit the area and have to deal with the consequences, but the world won't end or anything. So I prefer adventures where the stakes are personal, and where the players can go on a tangent and the world won't end. Which is why my revisions to the new Vecna adventure are becoming massive. [/QUOTE]
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