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5 years ago ::
Mar 21, 2008 - 3:31PM
#11
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I've preordered the big three, but imma wait until H1 is released and buy if from my F(not so)LGS when it comes out, gotta support the only game store within 50 miles, ya' know!
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5 years ago ::
Mar 21, 2008 - 3:49PM
#12
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Date Joined:
Jan 23, 2004
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gotta support the only game store within 50 miles, ya' know! Quoted for Truth.. (I do buy other stuff from there - miniatures, books and boardgames, really) :embarrass
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5 years ago ::
Mar 21, 2008 - 3:58PM
#13
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Quoted for Truth.. (I do buy other stuff from there - miniatures, books and boardgames, really) :embarrass I would have waited to buy the big three from them as well, but I just couldn't turn down the ~30% discount Amazon had to offer.
I just bought a box of minis yesterday and some dice to help pad my crown royal bag o' dice.
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5 years ago ::
Mar 21, 2008 - 5:48PM
#14
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Date Joined:
Mar 16, 2008
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I am going to "pre-order" it with my local gaming shop. Unlike most of the group I game with, I enjoy reading through and using the pre-written adventures. So I'll end up getting all of them to read through and use bits and pieces as I go. H1 will also be our sneak peak that I will play test with our other DM to check out the new system.
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5 years ago ::
Mar 22, 2008 - 1:35AM
#15
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Date Joined:
Aug 21, 2007
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Great thread LFK!
I have bought alot of WoTC published adventures, but always feel they start with an interesting premise and then degenerate into a pretty mindless dungeon-crawl e.g. Speaker in Dreams. That could have been a wonderful adventure if it had had a greater depth of story. The problem with all modern published adventures is that the NPCs are pretty cardboard for me. Talking of cardboard, the production values of adventures has always been the lowest versus other products. This said, the big campaigns like Mysteries of the Moonsea and others were better. Yet I have to confess, despite owning almost all the WoTC adventures, I have never actually RUN any of them, despite DMing all through the 3.5E period.
I do have some 3rd party adventures, from Necromancer and FFG, and I feel they are very inferior to WoTC products and some are very short. Their production values (layout and artwork) tend to be pretty ordinary and the stories are sometimes so lame. I only have three from the early part of 3E release and so can't comment on the later releases. I know Necromancer came out with some great stuff latterly.
I was very surprised to discover this about most 3.5 E published adventures, since many 1e adventures were great (though just as many really weren't), if a little screwball, but it turns out that from a financial viewpoint, adventures aren't very profitable for WoTC and hence they don't spend much time on them; they simply don't sell that well (I have heard this repeated by industry insiders on the EN World boards many times; don't know if it is true).
I suppose the problem is, as this thread has exposed, alot of people create their own unique settings and adventures, and so many people don't actually buy adventures because they can't convert them. I must confess that I don't really understand why adventures don't sell.
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5 years ago ::
Mar 22, 2008 - 4:34AM
#16
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Date Joined:
Jan 30, 2005
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I wanted to throw a bit more into this thread since I think my late-night "post before you forget" idea is a little thin.
In the last 6 months or so I've come to realize that I'm not actually that great at writing adventures. I can be, but I don't have the time to devote to making *great* adventures, or even entirely good adventures. Passible, I suppose.
Part of this came from prepping my 4e campaign, going back through old notes and whatnot and realizing that good stories were in there, good settings, but the adventures themselves were kinda on the bad side. This mingled with experiences as a player where we ran through a few pre-written adventures amidst the usual homebrew and I started to wise on to the fact that hombrew does not inherently equal good, and began to feel that Homebrew has been set up by the community as a kind of Holy Grail of "real D&D".
On the other side from that was coming to the boards and seeing people talk about Temple of Elemental Evil, Keep on the Borderlands, Undermountain, and other iconic adventures that have effectively entered the communal language of "what D&D is" but they're all adventures that I've never played.
Last little factor is that any given pre-written adventure probably won't be any worse than what I would probably write, and still saves me a lot of time.
In that regard this topic really isn't about "who's pre-ordering" as it is about general feelings towards the pre-written campaigns: who's planning on getting them and for what purpose, what are the pros and cons of pre-builts, and is it a good idea that WotC is trying to shape the GSL for the express purpose of encouraging more adventure writing? I think that pre-written adventure modules are handy for new DMs and for new editions. My groups first campaign will probably start with the WoTC adventure modules while we familiarize ourselves with the new rules, before branching out into home-brewed content.
We do run our own home-brewed world, but our group is more into the Fritz Lieber, Robert E. Howard style of fantasy than Robert Jordan epics, so it's really just an open sandbox with a few dangling plot threads that exist as adventure hooks for PC's. Our world is no more "real D&D" than Forgotten Realms, Eberron, Starjammer, or some other groups home-brew world.
The only advice that I really have to impart about writing good adventures is A) Let the players drive the plot, don't let the plot drive the players; and B) Give the PC's something to do besides kill and loot. Give them a mystery to solve, or a few cool riddles and puzzles, or a rapidly crumbling tower from which to escape, or a volcano god to appease, whatever. The key is throwing in a little variety, because kill, loot, repeat gets monotonous after a while. Oh, and a little absurdity here and there never hurts either:D
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5 years ago ::
Mar 22, 2008 - 8:58AM
#17
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Date Joined:
May 11, 2004
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I am probably going to pick up H1 as an inexpensive 'proof of concept' for 4e before I decide whether to drop the cash on the three main books. After that, though, I probably won't buy any of the other adventures unless I see them at the bookstore and am totally swept away by them. I generally prefer to write my own adventures and only use published ones when I am either having a bad case of "DMs Block" or the adventure just sounds too good to pass up.
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5 years ago ::
Mar 22, 2008 - 11:28AM
#18
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Date Joined:
Aug 17, 2007
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I just wanted to try and get a quick idea of how people are feeling about WotC's published adventures that are planned. I've pre-ordered H1-3, but I'm a lot more reluctant to pre-order P1 and P2 for vague general reasons.
What's everyone else's plans in regards to these? Definitely plan on getting H1; I'm hoping that if H1 - H3 can all work pretty well in the new FRCS, that this could be the backdrop for a 4E campaign sometime in the fall.
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5 years ago ::
Mar 22, 2008 - 1:02PM
#19
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Date Joined:
Aug 18, 2007
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I will get H1 and H2 for ideas and possibly for running if the stories are good. I find that premade adventures are useful for ideas and encounters that I can pull for my own adventures even if the whole module does not work for my campaign. That really assists me with the campaigns I run.
I still pull ideas out of the old Book of Lairs books that I own, as well many other 1st and 2nd edition modules.
For play testing 4e I am going to rework the Forge of Fury, replacing Orcs with Kobolds. I think overall it will work fine and there is enough information available now to do it with a few modifications.
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5 years ago ::
Mar 22, 2008 - 3:28PM
#20
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Date Joined:
Mar 19, 2008
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I will most likely preorder H1. If I like it, I'll get the others. Even with the adventure being designed for premade characters, I will probably let my players make their own characters based on the rules in H1 and the previews online. They can be fixed after the PHB comes out.
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