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Wizards Goes Big with Vecna: Eve of Ruin
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<blockquote data-quote="MNblockhead" data-source="post: 9353512" data-attributes="member: 6796661"><p>I feel that way about pretty much every published adventure in nearly every D&D-like game I've run. At the same time, I've never really had much trouble running any of them. </p><p></p><p>Other than some sandbox adventures and dungeons that are light on flavor text, which have been out of favor for a long time. </p><p></p><p>But I can't think of an adventure that I could just pick up and run without quite a bit of prep time. And most don't do much to help with the prep time. At least new digital formats like VTTs and D&D Beyond help a lot with cross referencing, search, etc. </p><p></p><p>It is one of those instances where I'm constantly thinking that after 50 years, you would think there would have been much better advancement in how adventures are laid out and more thought into adding tools and structure to make the DM's job much easier. But it is still easier to put in the prep time and create notes and aids for running a published game than writing one from scratch.</p><p></p><p>When I was homebrewing my own adventure, the best tool bar none for me was RealmWorks. It took a lot of work to get to a level of system mastery and then to create the content, but boy did it make running games a breeze. But it never really had much success and Lone Wolf Development ended their support before there was much purchasable content for it that took full advantage of the platform's features. </p><p></p><p>VTTs, esp. Foundry offer a lot, but I find it difficult to get a good over-view. It feels like you are always in the weeds. I almost always want the physical book or PDF of an adventure in addition to the content in the VTT.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9353512, member: 6796661"] I feel that way about pretty much every published adventure in nearly every D&D-like game I've run. At the same time, I've never really had much trouble running any of them. Other than some sandbox adventures and dungeons that are light on flavor text, which have been out of favor for a long time. But I can't think of an adventure that I could just pick up and run without quite a bit of prep time. And most don't do much to help with the prep time. At least new digital formats like VTTs and D&D Beyond help a lot with cross referencing, search, etc. It is one of those instances where I'm constantly thinking that after 50 years, you would think there would have been much better advancement in how adventures are laid out and more thought into adding tools and structure to make the DM's job much easier. But it is still easier to put in the prep time and create notes and aids for running a published game than writing one from scratch. When I was homebrewing my own adventure, the best tool bar none for me was RealmWorks. It took a lot of work to get to a level of system mastery and then to create the content, but boy did it make running games a breeze. But it never really had much success and Lone Wolf Development ended their support before there was much purchasable content for it that took full advantage of the platform's features. VTTs, esp. Foundry offer a lot, but I find it difficult to get a good over-view. It feels like you are always in the weeds. I almost always want the physical book or PDF of an adventure in addition to the content in the VTT. [/QUOTE]
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