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Why Adventure-Building is Bad
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<blockquote data-quote="Emirikol" data-source="post: 3522030" data-attributes="member: 10638"><p>Excellent question.</p><p></p><p>Theme is your world (if it's anything other than standard). A good example: Dark Sun. There's a world where THEME is the world. You can take any adventure from DUNGEON and stick it in ATHAS and you already know how and where to modify your scenarios. Greyhawk compared to FR though....not much going on without adding additional "Theme." For example, if you'v egot a flood that drove all the Drow out of the underdark..that's THEME.</p><p></p><p>I'm in near total agreement with this unknown person who wrote it on several layers and I'll throw out some thoughts:</p><p></p><p>Plot is railroading. The Adventure Path series from DUNGEON. They have a foregone conclusion. There's no altering what happens along the way. YOu're going to fight the BBEG at the end. ALthough I use the AP's extensively for my home games, it's essentially railroading. Not un-fun..just railroading....but in our game, we don't play in GREYHAWK, in fact, we play a lower magic ancient-history THEME. There's always the stuff around you.</p><p></p><p>Another random thought: if you hate your job, it's probably because you're a fireman instead of a FIRE CHIEF. Being a problem solver all day can bear down on you. Now, being part of the mission..there's where the lofty goal of "making a difference" is at <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The same is true of a DM. If you don't have a theme, but are just playing a plain game with the BBEG at the end, encounter to encounter, chances are you're going to burn out and so are your players. There's no "big picture." The BBEG I suppose could be the "big picture" insome cases..but in most cases, he's just the end of the traintracks.</p><p></p><p>Personally, I find "theme" games to be tedious to create and run. I get tired and sometimes I just want to read boxed text and move to the next encounter..but when I find the game getting a little too generic, I can always throw some campaign "themes" in there to make the players feel like the've escaped from reality into the fantasy world.</p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3522030, member: 10638"] Excellent question. Theme is your world (if it's anything other than standard). A good example: Dark Sun. There's a world where THEME is the world. You can take any adventure from DUNGEON and stick it in ATHAS and you already know how and where to modify your scenarios. Greyhawk compared to FR though....not much going on without adding additional "Theme." For example, if you'v egot a flood that drove all the Drow out of the underdark..that's THEME. I'm in near total agreement with this unknown person who wrote it on several layers and I'll throw out some thoughts: Plot is railroading. The Adventure Path series from DUNGEON. They have a foregone conclusion. There's no altering what happens along the way. YOu're going to fight the BBEG at the end. ALthough I use the AP's extensively for my home games, it's essentially railroading. Not un-fun..just railroading....but in our game, we don't play in GREYHAWK, in fact, we play a lower magic ancient-history THEME. There's always the stuff around you. Another random thought: if you hate your job, it's probably because you're a fireman instead of a FIRE CHIEF. Being a problem solver all day can bear down on you. Now, being part of the mission..there's where the lofty goal of "making a difference" is at :) The same is true of a DM. If you don't have a theme, but are just playing a plain game with the BBEG at the end, encounter to encounter, chances are you're going to burn out and so are your players. There's no "big picture." The BBEG I suppose could be the "big picture" insome cases..but in most cases, he's just the end of the traintracks. Personally, I find "theme" games to be tedious to create and run. I get tired and sometimes I just want to read boxed text and move to the next encounter..but when I find the game getting a little too generic, I can always throw some campaign "themes" in there to make the players feel like the've escaped from reality into the fantasy world. jh [/QUOTE]
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