For a campaign I liked to plot rudimentary arcs, largely driven by the
specific setting/history and NPC agendas with the players influence if/as
their prominence rose. That requires a lot of work, though.
I did enjoy published adventures either as sidetrack / one offs and liked
to break up the arcs now & then. Sometimes I would integrate a published
adventure into the campaigm and create arcs & future events off that.
My favorite was nuggets as provided in PoT and to a lesser extent the
subsector data notes. Easy enough to wing off the cuff but potential to
create larger stuff.
The best of both worlds would be subsector sourcebooks: heres this
subsector with 15 worlds each with 5-10 nuggets & a fleshed out example or
two.
- Sent from my SM-N900T
On Mar 24, 2014 11:30 PM, <> wrote:
>
>
> TNEers--
>
> I would like to open a discussion to hear your thoughts. I will not speak
> on this topic while you guys share, so this will be your big chance to not
> listen to me drone.
>
> (Actually, since I'll be finishing up the couple other questions in my
> backlog, I will be droning, but this will give you something to do while I
> drone about something else.)
>
> Question:
>
> What are your thoughts about published adventures and they way they are
> structured. Specifically Traveller, but could be others.
>
> I always had problems with out-of-house adventures because most of them
> just led the players around by the nose to see a thing happen, then led
> them to see another thing happen, and so on.
>
> I thought that DGP's famous "cinematic nuggets" were really just the same
> premise, just flashed up a little. Still lots of predefined set-piece
> scenes to arrive at and watch play out, and steps to get there.
>
> The problem was that I found a hard time writing an adventure that
> reflected the way I ref. My approach was that I knew everything about my
> universe, certainly the area they were in, so I just gave them a problem
> and let them come at it any way they wanted. There were no predefined
> steps, paths they had to take, etc. It makes no sense to write an
> adventure describing what I do: "Dear Ref: Know everything, and turn the
> PCs lose. Enjoy your adventure!"
>
> Obviously you have to give them some structure and steps to work with,
> that's why they buy an adventure. What for you has been a good balance
> between structure and freedom of story-telling in published adventures
> you've seen?
>
> Thanks,
>
> dave
>
>
>
specific setting/history and NPC agendas with the players influence if/as
their prominence rose. That requires a lot of work, though.
I did enjoy published adventures either as sidetrack / one offs and liked
to break up the arcs now & then. Sometimes I would integrate a published
adventure into the campaigm and create arcs & future events off that.
My favorite was nuggets as provided in PoT and to a lesser extent the
subsector data notes. Easy enough to wing off the cuff but potential to
create larger stuff.
The best of both worlds would be subsector sourcebooks: heres this
subsector with 15 worlds each with 5-10 nuggets & a fleshed out example or
two.
- Sent from my SM-N900T
On Mar 24, 2014 11:30 PM, <> wrote:
>
>
> TNEers--
>
> I would like to open a discussion to hear your thoughts. I will not speak
> on this topic while you guys share, so this will be your big chance to not
> listen to me drone.
>
> (Actually, since I'll be finishing up the couple other questions in my
> backlog, I will be droning, but this will give you something to do while I
> drone about something else.)
>
> Question:
>
> What are your thoughts about published adventures and they way they are
> structured. Specifically Traveller, but could be others.
>
> I always had problems with out-of-house adventures because most of them
> just led the players around by the nose to see a thing happen, then led
> them to see another thing happen, and so on.
>
> I thought that DGP's famous "cinematic nuggets" were really just the same
> premise, just flashed up a little. Still lots of predefined set-piece
> scenes to arrive at and watch play out, and steps to get there.
>
> The problem was that I found a hard time writing an adventure that
> reflected the way I ref. My approach was that I knew everything about my
> universe, certainly the area they were in, so I just gave them a problem
> and let them come at it any way they wanted. There were no predefined
> steps, paths they had to take, etc. It makes no sense to write an
> adventure describing what I do: "Dear Ref: Know everything, and turn the
> PCs lose. Enjoy your adventure!"
>
> Obviously you have to give them some structure and steps to work with,
> that's why they buy an adventure. What for you has been a good balance
> between structure and freedom of story-telling in published adventures
> you've seen?
>
> Thanks,
>
> dave
>
>
>