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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="zakael19" data-source="post: 9465219" data-attributes="member: 7044099"><p>For a game like, say, Delta Green - the published adventures can be very interesting and have done a ton of work in making tables of details to provide the players for teh central mystery at hand. Where you need to have a decent outline of a bunch of clues the players are expected to access to progress, prep or buy seems to be the only way forward.</p><p></p><p>For D&D? Naw. The best sessions of my Call of the Netherdeep game were from non-module stuff the players picked out of a city gazetteer as interesting to pull the thread on. The module did nothing to help me there, and we had a blast for an entire "assassin cult" plot line the players helped me design and run through.</p><p></p><p>I've found steering people on to the appropriate buried rails for most published "campaign" content exhausting, but when I was newer to DMing I found short 3rd party modules were pretty great. Those are mostly what you'd prep anyway - a dungeon or two, some hooks, a handful of NPC outlines; then you just wrap it back to a plot if anything and roll.</p><p></p><p>Of course, as alluded above, really the best thing is a fantastic campaign setting. I think the 4e Neverwinter CS is the #1 example of how to provide something that's an entire campaign of just pure possibilities and interesting things to say, and you can react to whatever the players choose to do / pursue with no prep and no worry about rails or plot. Especially since for the later, the players pick their character motivations and pursuits via provided theme!</p></blockquote><p></p>
[QUOTE="zakael19, post: 9465219, member: 7044099"] For a game like, say, Delta Green - the published adventures can be very interesting and have done a ton of work in making tables of details to provide the players for teh central mystery at hand. Where you need to have a decent outline of a bunch of clues the players are expected to access to progress, prep or buy seems to be the only way forward. For D&D? Naw. The best sessions of my Call of the Netherdeep game were from non-module stuff the players picked out of a city gazetteer as interesting to pull the thread on. The module did nothing to help me there, and we had a blast for an entire "assassin cult" plot line the players helped me design and run through. I've found steering people on to the appropriate buried rails for most published "campaign" content exhausting, but when I was newer to DMing I found short 3rd party modules were pretty great. Those are mostly what you'd prep anyway - a dungeon or two, some hooks, a handful of NPC outlines; then you just wrap it back to a plot if anything and roll. Of course, as alluded above, really the best thing is a fantastic campaign setting. I think the 4e Neverwinter CS is the #1 example of how to provide something that's an entire campaign of just pure possibilities and interesting things to say, and you can react to whatever the players choose to do / pursue with no prep and no worry about rails or plot. Especially since for the later, the players pick their character motivations and pursuits via provided theme! [/QUOTE]
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Worlds of Design: Why Buy Adventures?
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