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*TTRPGs General
Would you buy pre-made campaigns?
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<blockquote data-quote="Anax" data-source="post: 2601165" data-attributes="member: 19868"><p>I don’t know quite <em>exactly</em> what people mean here by pre-made campaigns, but from mention of RttToEE, I think I understand.</p><p></p><p>I have to say that I’m not a big fan of this sort of campaign. The kind of pre-made campaign that I would like to see more of is along the lines of the old Shadowrun <a href="http://www.drivethrurpg.com/catalog/product_info.php?products_id=2063" target="_blank"><em>Harlequin</em></a> book.</p><p></p><p>The advantage to this kind of setup (multiple smaller adventures that tie into one large plot, although it’s not obvious right away) is that it’s much easier to fit around an existing adventuring group. And the fact that the connections between plots aren’t obvious means there’s a great dawning of realization thing for the players (along with trying to figure out what they’ve done that’s related to that plot arch, and what’s not related.)</p><p></p><p>Really, I like small modules more than mega-modules. A small set-piece can be adapted to the desires of the characters a lot more easily. And, well, the folks I play with are <em>not</em> to be lead around by the nose. That makes the big book modules tricky. Sure, the characters are heroic, and want to save the world—but the players also like things to be more free-flowing at times. (And downtime is always a pain in the big modules: in RttToEE, we continuously had the “D&D-Day” problem... fifteen minutes of adventuring followed by a full day of rest and recuperation.)</p><p></p><p>ANYway, what it boils down to is that we prefer smaller chunks of stuff. Not just a plot, but subplots. Things where you feel like you’re accomplishing something, and only later do you realize just how significant that event was. Small chunks, you always feel like you’re making real progress on something nearly attainable, you get regular downtime, and with a handful of adventures in different locales there's always something related that you can get the players to do (without making them feel that they’re being forced to do it.) Then <em>later</em> they find out how the several things they’ve done relate to saving the world, and the epic conclusion can be a bit more heavily scripted.</p><p></p><p></p><p>Now, if you tell me that one or more of these pre-made campaigns satisfies those needs, well, I’ll be a very very happy camper.</p></blockquote><p></p>
[QUOTE="Anax, post: 2601165, member: 19868"] I don’t know quite [i]exactly[/i] what people mean here by pre-made campaigns, but from mention of RttToEE, I think I understand. I have to say that I’m not a big fan of this sort of campaign. The kind of pre-made campaign that I would like to see more of is along the lines of the old Shadowrun [url=http://www.drivethrurpg.com/catalog/product_info.php?products_id=2063][i]Harlequin[/i][/url] book. The advantage to this kind of setup (multiple smaller adventures that tie into one large plot, although it’s not obvious right away) is that it’s much easier to fit around an existing adventuring group. And the fact that the connections between plots aren’t obvious means there’s a great dawning of realization thing for the players (along with trying to figure out what they’ve done that’s related to that plot arch, and what’s not related.) Really, I like small modules more than mega-modules. A small set-piece can be adapted to the desires of the characters a lot more easily. And, well, the folks I play with are [i]not[/i] to be lead around by the nose. That makes the big book modules tricky. Sure, the characters are heroic, and want to save the world—but the players also like things to be more free-flowing at times. (And downtime is always a pain in the big modules: in RttToEE, we continuously had the “D&D-Day” problem... fifteen minutes of adventuring followed by a full day of rest and recuperation.) ANYway, what it boils down to is that we prefer smaller chunks of stuff. Not just a plot, but subplots. Things where you feel like you’re accomplishing something, and only later do you realize just how significant that event was. Small chunks, you always feel like you’re making real progress on something nearly attainable, you get regular downtime, and with a handful of adventures in different locales there's always something related that you can get the players to do (without making them feel that they’re being forced to do it.) Then [i]later[/i] they find out how the several things they’ve done relate to saving the world, and the epic conclusion can be a bit more heavily scripted. Now, if you tell me that one or more of these pre-made campaigns satisfies those needs, well, I’ll be a very very happy camper. [/QUOTE]
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