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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9464148"><p>My home adventures are often very skeletal. I find when you are running a game week to week and you know the group of players and their characters, and you know all your NPCs and your world, you can get a lot more information out of a single note on a map, a rough sketch of an NPC, etc. Whereas with a module, they are written with no knowledge of campaign context. I recently wrote up one of my campaign adventures to put on my blog and treated it with the same level of attention I would a published adventure. There were so many things I had to add just to make it functional for other people. It went from maybe 2,000 words of notes, to around 5,000 words. A lot of that was just stuff in my head that didn't need to be put down, some of it was explanation and guidance.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9464148"] My home adventures are often very skeletal. I find when you are running a game week to week and you know the group of players and their characters, and you know all your NPCs and your world, you can get a lot more information out of a single note on a map, a rough sketch of an NPC, etc. Whereas with a module, they are written with no knowledge of campaign context. I recently wrote up one of my campaign adventures to put on my blog and treated it with the same level of attention I would a published adventure. There were so many things I had to add just to make it functional for other people. It went from maybe 2,000 words of notes, to around 5,000 words. A lot of that was just stuff in my head that didn't need to be put down, some of it was explanation and guidance. [/QUOTE]
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Worlds of Design: Why Buy Adventures?
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