Adventure design, whether for personal use or mass consumption, comes down to having a goal and heading straight toward it. And, of course, there are never pitfalls in the way . . .
What I Want from Published Adventures
With three years of weekly games, published adventures gave me the framework I needed when I wouldn’t have the time to write up my own campaign, but in some cases modifying them took as much time as building it myself. I’ve spent these three years seeing what worked well for me with these published adventures and what did not. Adventures, as written, do not give me exactly what I want.
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