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Old 11-02-2009, 09:23 PM   #2
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: [DF/General] Why prepackaged adventures are good

You make some good points about an important starter niche for prepackaged modular adventures, especially for DF. Us 'mature' players with our war stories of 1e and 2e D&D modules like Keep on the Borderlands, Isle of Dread, Against the Slavers, Against the Giants, Expedition to Barrier Peaks, Against the Drow, etc. There is a sense of comradery from playing and or DMing them.

But the same could sort of be said for Orcslayer, Harkwood, Caravan to Ein Arris, Fighters of the Purple Rage (plus the other three adventures in GURPS Fantasy Adventures). Only one has been translated to 4e so far, but the others could be. And DF versions of them could be made also.

The one issue I'm not so sure of is if you could truely make generic scenarios. I think GURPS character effectiveness can be much more greatly influenced by player experience and creativity than D&D character effectiveness can. This is a strength of GURPS, but makes generic scenario/encounter design much more difficult.

Not to saybit isn't worth trying (some day I'd like to give it a try), but it will be a bigger challenge than you may think at first glance.
- Dan
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