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Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="UngainlyTitan" data-source="post: 8987410" data-attributes="member: 28487"><p>My gut feeling is that you are over preparing and worrying about minutiae that are never noticed by the players.</p><p>It kind of reminds me of me 20 years ago.</p><p>It seems to me that it is futile to try and track the activities of 50 odd faction or to remember the minutae of lore hidden in caves and dungeons scattered around the landscape.</p><p>If you are doing tons of work to run published adventures then you should ask yourself why? Do your players notice? I suspect that they would not and you are doing the work for your own satisfaction. That is, to overcome what you perceive as short comings in the adventure. If that is the case perhaps you would be better off writing your own?</p><p>If you want my advice to pre written adventures:</p><p>The characters do not need to engage with everything that is written down. Only that, with which they actually engage with has relevance. The rest is fluff and mutable. </p><p>Factions that have the leadership disrupted should split, factions that have had leaders killed and a had severe losses should dissolve. If the faction is important to central plot later then that is being done by fresh forces from the outside and different leaders (even if they have the same stats).</p><p>Don't worry about how fast you are getting through the AP that has no relevance to anything.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8987410, member: 28487"] My gut feeling is that you are over preparing and worrying about minutiae that are never noticed by the players. It kind of reminds me of me 20 years ago. It seems to me that it is futile to try and track the activities of 50 odd faction or to remember the minutae of lore hidden in caves and dungeons scattered around the landscape. If you are doing tons of work to run published adventures then you should ask yourself why? Do your players notice? I suspect that they would not and you are doing the work for your own satisfaction. That is, to overcome what you perceive as short comings in the adventure. If that is the case perhaps you would be better off writing your own? If you want my advice to pre written adventures: The characters do not need to engage with everything that is written down. Only that, with which they actually engage with has relevance. The rest is fluff and mutable. Factions that have the leadership disrupted should split, factions that have had leaders killed and a had severe losses should dissolve. If the faction is important to central plot later then that is being done by fresh forces from the outside and different leaders (even if they have the same stats). Don't worry about how fast you are getting through the AP that has no relevance to anything. [/QUOTE]
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