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wotc intro adventures conflict with their own advice
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<blockquote data-quote="Riastlin" data-source="post: 5367908" data-attributes="member: 94022"><p>The point though is not that the adventure cannot be made into a great first level adventure, but rather that it requires a decent amount of work on the part of the DM to do so. I could argue that pretty much any written adventure can be turned into a great adventure. Heck, even Kobold Hall, which is about as much on rails as an adventure can get, can be made interesting with enough work. </p><p> </p><p>The point is, the published adventures should come ready to go with interesting possibilities. There should be more than one way to enter into the Keep. The flashbacks of ghosts reliving their final moments (like my DM had) should have been written into the module -- or at least some sort of evidence should have been there. Placing the ghosts was a brilliant move on my DM's part as it created a mystery to the place that wouldn't be there as written. All of this is well and good for those of us who are experienced. The problem is though that if you are completely new to the world of D&D, the idea of changing what this "professional" did is going to seem somewhat alien. An experienced DM could take "The heroes enter a dungeon and come out with loot after defeating a dragon" and turn it into a great adventure. Somebody new to D&D could not though. (and yes I realize that example is an extreme example)</p><p> </p><p>In other words, published adventures should be fun and exciting <em>as written</em> while still affording the DM the opportunity to tailor it to his particular campaign.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5367908, member: 94022"] The point though is not that the adventure cannot be made into a great first level adventure, but rather that it requires a decent amount of work on the part of the DM to do so. I could argue that pretty much any written adventure can be turned into a great adventure. Heck, even Kobold Hall, which is about as much on rails as an adventure can get, can be made interesting with enough work. The point is, the published adventures should come ready to go with interesting possibilities. There should be more than one way to enter into the Keep. The flashbacks of ghosts reliving their final moments (like my DM had) should have been written into the module -- or at least some sort of evidence should have been there. Placing the ghosts was a brilliant move on my DM's part as it created a mystery to the place that wouldn't be there as written. All of this is well and good for those of us who are experienced. The problem is though that if you are completely new to the world of D&D, the idea of changing what this "professional" did is going to seem somewhat alien. An experienced DM could take "The heroes enter a dungeon and come out with loot after defeating a dragon" and turn it into a great adventure. Somebody new to D&D could not though. (and yes I realize that example is an extreme example) In other words, published adventures should be fun and exciting [I]as written[/I] while still affording the DM the opportunity to tailor it to his particular campaign. [/QUOTE]
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