Some people complain about using published
adventures/settings instead of using homemade materials. Now, I could go into
the other reasons of why I feel it’s ok to use such products, but today I’m
going to give you only one good reason and I think it is one often overlooked.
Variation
I find that when I am writing up an area for my world
setting or writing adventure #56 for my campaign I tend to do the same thing
again…and again. Sure, I try to keep things varied but there is only so much I
can do with one brain. Even if I can come up with something unique, I still use
much the same words and writing style as I have for every other thing I’ve
written.
Using someone else’s product means my campaign/adventure
is using someone else’s words and style of using those words. Their
descriptions of areas include things I normally would not. Their NPCs react and
say things differently than the ones I write up. This keeps things fresh for my
players, both in content and context.
As an example, I tend to have a formula when writing
adventures. I happen to think my formula works well, which is why I use it.
Basically, for every combat encounter I throw at the characters I will endeavor
to include one puzzle in the adventure and then I add in one role-playing
situation to the overall adventure. While I try to keep the encounters
interesting and new, the overall expectations are often the same. However, if I
use a published adventure they will take different approaches. Maybe they use
no puzzles in the adventure; maybe they focus more on role-playing. By utilizing
such an adventure I will have strayed from my formula and given the players something
unique, something separate from myself. In a way, it’s like having a guest DM for the night.
3 comments:
Totally agree with your thesis here - although you can get a similar effect by working with a fellow GM that's not in your group.
Sometimes you get content that isn't as polished, or as compatible with your group, but other times minds it totally works.
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