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Starter Set - forget Char-Gen, what about Adventure-Gen?

Started by thedungeondelver, May 23, 2014, 02:22:53 PM

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BarefootGaijin

It occurred to me today that having online support is great, having digital downloads and PDFs is amazing. You provide access to all these things for free and it's touted as being very noble and consumer-centric....

Unless you are WoTC releasing something for D&D. Then you're a bad man.

>inb4 muh character generation in box set

>WeDontKnowItsFinalFormYet.jpg
I play these games to be entertained... I don't want to see games about rape, sodomy and drug addiction... I can get all that at home.

Omega

Quote from: thedungeondelver;751998What I'd like to know, and maybe Pundit or someone can answer...

What about guidance for new DMs to generate their own adventures?  What about folks who might not want to play Tyrrany of Whatever?  But go forth and build their own stuff?

Is there stuff like that in the starter set?  Treasure lists, advice for stocking dungeons, etc.?

That's important, if you ask me.

Well there is a 64 page adventure and personal guess is it is Keep on the Borderlands or Keep trimmed down to Caves of Chaos. That has alot of GM tips in it and really acts as a continuation of the DM section in previous versions.

jibbajibba

This is a great point.

I suspect for ease of use the sample adventure will be a kind of souped up choose your own adventure. Whilst we may not think that it's the way to go it does mean newbies can get started straight away and not require the DM player to read through a 50 page book and work out how to run it.

Now if that is the case, and its all speculation obviously, then they have to have some good DM advice and some decent adventure guidelines.
To me this might be where they really stumble as its easy to move from good advice on hooks and engaging players to railroady DM prescripted plots. Its a thin line between the two.
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RPGPundit

From what I have been shown, it seems likely that in the process of the campaign (because the starter set doesn't have just one adventure in it), there will be a lot of opportunity for understanding at least a couple of different ways of framing adventures.
At least some of which will be quite old-school.
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