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Why Enworld should liberate D&D from Hasbro
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<blockquote data-quote="Staffan" data-source="post: 9781159" data-attributes="member: 907"><p>Writing detailed adventures for public consumption for any game is hard. It's super difficult to try to predict what sort of dumb stuff the PCs are going to try in any one situation. It's slightly easier for a game like D&D which has certain built-in concepts about what PCs are supposed to be capable of at various levels, but it's still tough.</p><p></p><p>For my GMing purposes I have found that one approach that works great is the "Savage Tales" format found in many Savage Worlds campaigns, where you have about two pages for an adventure that's more of an outline. To me, this is enough of a skeleton around which I can improvise the rest (though it helps that Savage Worlds, particularly East Texas University, can be run fairly rules-light) – e.g. if the PCs decide to break into a dorm room, I don't really need a full map of the room and stuff like that. But that wouldn't work for a dungeon-style adventure.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9781159, member: 907"] Writing detailed adventures for public consumption for any game is hard. It's super difficult to try to predict what sort of dumb stuff the PCs are going to try in any one situation. It's slightly easier for a game like D&D which has certain built-in concepts about what PCs are supposed to be capable of at various levels, but it's still tough. For my GMing purposes I have found that one approach that works great is the "Savage Tales" format found in many Savage Worlds campaigns, where you have about two pages for an adventure that's more of an outline. To me, this is enough of a skeleton around which I can improvise the rest (though it helps that Savage Worlds, particularly East Texas University, can be run fairly rules-light) – e.g. if the PCs decide to break into a dorm room, I don't really need a full map of the room and stuff like that. But that wouldn't work for a dungeon-style adventure. [/QUOTE]
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