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General Tabletop Discussion
*Dungeons & Dragons
What makes a good Adventure
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<blockquote data-quote="DEFCON 1" data-source="post: 9373792" data-attributes="member: 7006"><p>I think there is an inverse proportion between length of an adventure and the odds of using it as-is. In other words... the shorter the adventure, the more likely someone can and will just run it as written. The longer the adventure is... the better the likelihood the players find moments to go "off-script" as it were and force the DM to have to invent stuff to fill in the gaps.</p><p></p><p>I personally, however, find those times to be some of the most enjoyable as a DM-- filling in story gaps that the AP does not have material to cover because of the directions the players go. When I ran <em>Horde of the Dragon Queen</em> for example, I ran it for two groups at the same time... one of which followed the breadcrumbs to go from Greenest to the Hatchery like the book had it to be... while the other group made some unexpected left turn (I think due to one of the PC's backstory) and the next session I had to find something new to throw in front of them. But that was fine by me... I had the week to rummage through my older D&D material and find a module I could use as their next stop rather than the Hatchery like the book had lined up. And I found that (and find that) to be a tremendous amount of fun. Same was true when I ran <em>Lost Mines of Phandelver</em> during the pandemic... through the machinations of the players and where their adventures drew them, I got to throw in old modules like <em>Dungeonland</em> and <em>Return To The Tomb of Horrors</em> in and around all the bits of the campaign that I otherwise never would have had a chance to run. But because running an AP as-is is not something I feel is a necessity... finding and then dropping in other material makes the whole story and game more fun.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9373792, member: 7006"] I think there is an inverse proportion between length of an adventure and the odds of using it as-is. In other words... the shorter the adventure, the more likely someone can and will just run it as written. The longer the adventure is... the better the likelihood the players find moments to go "off-script" as it were and force the DM to have to invent stuff to fill in the gaps. I personally, however, find those times to be some of the most enjoyable as a DM-- filling in story gaps that the AP does not have material to cover because of the directions the players go. When I ran [I]Horde of the Dragon Queen[/I] for example, I ran it for two groups at the same time... one of which followed the breadcrumbs to go from Greenest to the Hatchery like the book had it to be... while the other group made some unexpected left turn (I think due to one of the PC's backstory) and the next session I had to find something new to throw in front of them. But that was fine by me... I had the week to rummage through my older D&D material and find a module I could use as their next stop rather than the Hatchery like the book had lined up. And I found that (and find that) to be a tremendous amount of fun. Same was true when I ran [I]Lost Mines of Phandelver[/I] during the pandemic... through the machinations of the players and where their adventures drew them, I got to throw in old modules like [I]Dungeonland[/I] and [I]Return To The Tomb of Horrors[/I] in and around all the bits of the campaign that I otherwise never would have had a chance to run. But because running an AP as-is is not something I feel is a necessity... finding and then dropping in other material makes the whole story and game more fun. [/QUOTE]
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