<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Why you should never use pre-made adventures as your main storyline</title>
	<atom:link href="http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline/feed" rel="self" type="application/rss+xml" />
	<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline</link>
	<description>The D&#38;D Blog</description>
	<lastBuildDate>Fri, 10 Feb 2012 20:54:55 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>By: Wilmer Claessens</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline#comment-12900</link>
		<dc:creator>Wilmer Claessens</dc:creator>
		<pubDate>Tue, 10 Jan 2012 13:52:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=504#comment-12900</guid>
		<description>Premade Campaigns can be a good solution.
For example,

Last time I played D&amp;D, I spend 12 hours on making a perfect night, everything I made was right. But my friends weren&#039;t in the mood apperently and ruined the evening for me. I had wasted 12 hours of my time and had a bad feeling about it. I did use some parts from premade campaigns sometimes. But now I&#039;m planning on doing a whole campaign without spending to much time in it. According to Dungeon Masters Guide 1 you will only have to spend 1 hour for preperations each time you play D&amp;D with a premade campaign. Two if you want to be prepared for a fast gaming group. I don&#039;t mind spending two hours for a evening that doesn&#039;t go as I would expect. But I do hate it when it aren&#039;t 2 hours, but 12. So I think that premade campaigns can be a great solution for DM&#039;s with the same problems like I have occasionally.</description>
		<content:encoded><![CDATA[<p>Premade Campaigns can be a good solution.<br />
For example,</p>
<p>Last time I played D&amp;D, I spend 12 hours on making a perfect night, everything I made was right. But my friends weren&#8217;t in the mood apperently and ruined the evening for me. I had wasted 12 hours of my time and had a bad feeling about it. I did use some parts from premade campaigns sometimes. But now I&#8217;m planning on doing a whole campaign without spending to much time in it. According to Dungeon Masters Guide 1 you will only have to spend 1 hour for preperations each time you play D&amp;D with a premade campaign. Two if you want to be prepared for a fast gaming group. I don&#8217;t mind spending two hours for a evening that doesn&#8217;t go as I would expect. But I do hate it when it aren&#8217;t 2 hours, but 12. So I think that premade campaigns can be a great solution for DM&#8217;s with the same problems like I have occasionally.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Robin</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline#comment-8204</link>
		<dc:creator>Robin</dc:creator>
		<pubDate>Fri, 05 Jun 2009 20:33:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=504#comment-8204</guid>
		<description>I think that pre-made quests are a very good way of learning the game. When I first started out as a DM I didn&#039;t know what the hell I was doing. But then I started to look at pre-made quests and I got to learn hor everything works for a DM. It is kind of a cop out when you use them but I think that they are an absolute amazing learning supplement.</description>
		<content:encoded><![CDATA[<p>I think that pre-made quests are a very good way of learning the game. When I first started out as a DM I didn&#8217;t know what the hell I was doing. But then I started to look at pre-made quests and I got to learn hor everything works for a DM. It is kind of a cop out when you use them but I think that they are an absolute amazing learning supplement.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Wayne</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline#comment-6197</link>
		<dc:creator>Wayne</dc:creator>
		<pubDate>Fri, 05 Dec 2008 10:50:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=504#comment-6197</guid>
		<description>I find my biggest problem with pre-written campaigns is that they have nothing to do with the PCs. It&#039;s a series of events that sort of happens at the PCs. When I start a campaign, I give my players a basic outline of events so far and then I work with them to produce a backstory for their characters. I then take elements from that back story to construct the main plot. That way the adventure is all about them. So far it&#039;s worked quite well.
Pre-written adventures, on the other hand can be a nice way of dropping in a side quest if you haven&#039;t had time to prepare that week :)</description>
		<content:encoded><![CDATA[<p>I find my biggest problem with pre-written campaigns is that they have nothing to do with the PCs. It&#8217;s a series of events that sort of happens at the PCs. When I start a campaign, I give my players a basic outline of events so far and then I work with them to produce a backstory for their characters. I then take elements from that back story to construct the main plot. That way the adventure is all about them. So far it&#8217;s worked quite well.<br />
Pre-written adventures, on the other hand can be a nice way of dropping in a side quest if you haven&#8217;t had time to prepare that week :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline#comment-6195</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 04 Dec 2008 21:43:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=504#comment-6195</guid>
		<description>I agree w/ focusing on a single section in big worlds (like FR), and having the few other cool sections in the back of your mind.

I often do this even in my own worlds: I focus on a specific section (ex: the Bloodstone Lands from FR), but I might have some thoughts about another area in the back of my head (ex: the Waterdhavian merchant).</description>
		<content:encoded><![CDATA[<p>I agree w/ focusing on a single section in big worlds (like FR), and having the few other cool sections in the back of your mind.</p>
<p>I often do this even in my own worlds: I focus on a specific section (ex: the Bloodstone Lands from FR), but I might have some thoughts about another area in the back of my head (ex: the Waterdhavian merchant).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sean</title>
		<link>http://www.dungeonmastering.com/campaigns-adventures/why-you-should-never-use-pre-made-adventures-as-your-main-storyline#comment-4327</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Thu, 03 Jul 2008 04:18:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=504#comment-4327</guid>
		<description>Long ago, when I first started DMing, I pretty much ran only published adventures. To be honest I think its the best way to go for a new DM because when everything is new to you, you can use all the help you can get.

Over time I ran fewer and fewer published adventures till I reached a point where everything I did was completely my own. Just like you describe, it was faster, simpler and just plain better to do it myself. I think without a doubt the best adventures I ever ran were the ones I made up myself during those years, but then something changed...

I fell out of touch with the players I had know, and while I had some chances to be a player, I was never in a position to be a DM for a period of about five years. When the chance arrived to DM again, I found that spark had gone; I literally have no ideas for adventures, and ideas that are handed to me on a platter I have no ideas as to how to expand them. Now everything is a struggle, and so published adventures have become my crutch. While you are quite correct that I spend much longer now preparing an adventure with much poorer results, with my brain not co-operating my only real options are use published material or not DM at all.

Part of me completely agrees with you, because I truely believe that the way you describe for creating adventure is second to none, but another part of me can&#039;t help but think your article and its tone are akin to kicking people when they&#039;re down. No one wants to spend money buying published adventure and time learning other people&#039;s material. Every DM who buys adventures does so because making his own adventures is not a viable alternative for him.

And to answer your questions, I have bought Shadowfell and the only way I won&#039;t be using it is if one of my players has already played through it.</description>
		<content:encoded><![CDATA[<p>Long ago, when I first started DMing, I pretty much ran only published adventures. To be honest I think its the best way to go for a new DM because when everything is new to you, you can use all the help you can get.</p>
<p>Over time I ran fewer and fewer published adventures till I reached a point where everything I did was completely my own. Just like you describe, it was faster, simpler and just plain better to do it myself. I think without a doubt the best adventures I ever ran were the ones I made up myself during those years, but then something changed&#8230;</p>
<p>I fell out of touch with the players I had know, and while I had some chances to be a player, I was never in a position to be a DM for a period of about five years. When the chance arrived to DM again, I found that spark had gone; I literally have no ideas for adventures, and ideas that are handed to me on a platter I have no ideas as to how to expand them. Now everything is a struggle, and so published adventures have become my crutch. While you are quite correct that I spend much longer now preparing an adventure with much poorer results, with my brain not co-operating my only real options are use published material or not DM at all.</p>
<p>Part of me completely agrees with you, because I truely believe that the way you describe for creating adventure is second to none, but another part of me can&#8217;t help but think your article and its tone are akin to kicking people when they&#8217;re down. No one wants to spend money buying published adventure and time learning other people&#8217;s material. Every DM who buys adventures does so because making his own adventures is not a viable alternative for him.</p>
<p>And to answer your questions, I have bought Shadowfell and the only way I won&#8217;t be using it is if one of my players has already played through it.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

