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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="TheHistoryProf" data-source="post: 9462314" data-attributes="member: 7047295"><p>Over the years, I’ve often seen this kind of dichotomy posited between “published adventure user” versus "homebrewer always.” Typically a post or video will describe the “published adventure user” in terms of lack: lacking time, lacking energy, lacking experience, or lacking imagination. And the homebrewer is lauded as someone who has some, or all, of these (although usually there isn’t pride in having time, because that makes one seem like all they’re doing is making adventures...and nobody wants to admit to that).</p><p></p><p>But I think the comments reveal a less dichotomous reality: even people using published adventures are using them tweaked to whatever is going on in their particular story. As one poster described it—probably few people are running adventures “straight.”</p><p></p><p>I’d add that I’m mostly a published adventure user but don’t think of myself lacking anything but time. In fact, “I” am not at the center of making the campaign, the players are, and the published adventure is only the framework for getting things started, having touch points, anchoring story plots as we shape them. I’m fine with that. I’ve played in homebrewed campaigns, some good, some bad, but none have been totally original—this is not a criticism, there are no truly original novels either, they’re all similar tropes.</p></blockquote><p></p>
[QUOTE="TheHistoryProf, post: 9462314, member: 7047295"] Over the years, I’ve often seen this kind of dichotomy posited between “published adventure user” versus "homebrewer always.” Typically a post or video will describe the “published adventure user” in terms of lack: lacking time, lacking energy, lacking experience, or lacking imagination. And the homebrewer is lauded as someone who has some, or all, of these (although usually there isn’t pride in having time, because that makes one seem like all they’re doing is making adventures...and nobody wants to admit to that). But I think the comments reveal a less dichotomous reality: even people using published adventures are using them tweaked to whatever is going on in their particular story. As one poster described it—probably few people are running adventures “straight.” I’d add that I’m mostly a published adventure user but don’t think of myself lacking anything but time. In fact, “I” am not at the center of making the campaign, the players are, and the published adventure is only the framework for getting things started, having touch points, anchoring story plots as we shape them. I’m fine with that. I’ve played in homebrewed campaigns, some good, some bad, but none have been totally original—this is not a criticism, there are no truly original novels either, they’re all similar tropes. [/QUOTE]
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Worlds of Design: Why Buy Adventures?
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