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General Tabletop Discussion
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Would campaign skeletons address the lack of adventures for minor settings?
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<blockquote data-quote="robus" data-source="post: 7612542" data-attributes="member: 6801558"><p>[MENTION=12731]CapnZapp[/MENTION] raised an interesting point in the Expanse thread on the lack of adventures for settings once the rulebook is published.</p><p></p><p>Now we all know writing a comprehensive adventure path/campaign is hard (and frequently fails to please everyone all of the time). But is there an opportunity for something simpler (a campaign skeleton say?) which GMs could flesh out as they go?</p><p></p><p>I frequently find that I like the general idea of a campaign and then get frustrated with the details provided. (Often the details seem confusing or at odds with the campaign, or just included to for funsies and not really contributing anything).</p><p></p><p>A campaign skeleton would basically act as an adventure outline identifying the villain and major antagonists and the general structure (hooks to get into the adventure and the major plot points).</p><p></p><p>I'm thinking something like a 5 or 10 page outline? Adventures are generally easy to conjure on short notice: you know the party and their level, so throwing obstacles at them isn't too hard (and there are plenty of adventure ideas floating around). But coming up with a cool villain/concept to wrap a series of adventures? That's the hard part.</p><p></p><p>I might have a go at "outlining" some published adventures just to see what it might look like.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="robus, post: 7612542, member: 6801558"] [MENTION=12731]CapnZapp[/MENTION] raised an interesting point in the Expanse thread on the lack of adventures for settings once the rulebook is published. Now we all know writing a comprehensive adventure path/campaign is hard (and frequently fails to please everyone all of the time). But is there an opportunity for something simpler (a campaign skeleton say?) which GMs could flesh out as they go? I frequently find that I like the general idea of a campaign and then get frustrated with the details provided. (Often the details seem confusing or at odds with the campaign, or just included to for funsies and not really contributing anything). A campaign skeleton would basically act as an adventure outline identifying the villain and major antagonists and the general structure (hooks to get into the adventure and the major plot points). I'm thinking something like a 5 or 10 page outline? Adventures are generally easy to conjure on short notice: you know the party and their level, so throwing obstacles at them isn't too hard (and there are plenty of adventure ideas floating around). But coming up with a cool villain/concept to wrap a series of adventures? That's the hard part. I might have a go at "outlining" some published adventures just to see what it might look like. Thoughts? [/QUOTE]
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Would campaign skeletons address the lack of adventures for minor settings?
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