How Long Should An “Adventure" Be?...
99K views · May 8, 2024 · Gaming
Comments · 395
@BobWorldBuilder · 2 years ago · pinned
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@albertmartinez2539 · 2 years ago
I submit that Matt's original placement of the axe trap was not a mistake. He emphasized that the trap could only be set off by creatures of a standard weight or heavier; lighter creatures like gnomes or GOBLINS would not set it off. This makes it clear to me that the trap is a recent addition to the tomb, made by the invading goblins.
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@YoJesusMorales · 2 years ago
I really liked this one. People resurrecting old post or video ideas and giving them their own spin is always a good one.
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@beancounter2185 · 2 years ago
Yep, I started playing 1E with those short modules. A lot less of a hassle than today's adventure "novels".
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@ContagiousRepublic · 2 years ago
I recall a game where there was 5 rooms ending with a lack of BBEG or treasure. The "BBEG" was the town that didn't tell us the dungeon was beaten already, treasure taken, because they wanted to sell us stuff to go there that doesn't sell otherwise.... it was my first and only experience with changing alignment over 4 gold.
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@GregMcNeish · 2 years ago
You've been doing these nature hike video shoots for a bit now, and I just have to say that I <b>LOVE</b> this presentation. It suits your general vibe so well.
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@dennislaffey · 2 years ago
Those old 32 page modules often packed a lot more than one evening's adventure into them. And because they detailed locations, there was usually not a plot you had to follow (unless it had originally been a tournament module).
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@NocturnalPeacock · 2 years ago
I love short dungeons/adventures you can just pop into any existing campaign!<br>Just something that takes a bit off the burden from the DM for a couple of hours!<br>That's also why I created a bunch of free ones to use! Best way to give back to the community
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@beard6295 · 2 years ago
This is why I fell in love with 1 page dungeons. Before I discovered that entire glorious world, I didn't realize I was basically doing that with bloated existing modules, condensing them onto one or two pages myself for way easier management during games.
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@petalsinthebreeze · 2 years ago
I think there's also something to be said about those old adventures is how non uniformly they are expected to be ran, while the page count is light, there's a metric crap ton of content that GMs can get out of it, you could spend an incredibly variable amount of time in any given adventure (like for instance, The Isle of Dread, or The Lost City) that's very easy to stretch Into a "big" campaign (note: when I say "easy" i mean by the standards expected by a 1e era DM, which were kinda insane)
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@digitaljanus · 2 years ago
Thanks for this video Bob. A lot of other creators in this space I respect pushed back against Matt's video, and while they had valid points, most of them seemed to miss that Matt was responding to actual commenters in his community. A lot of newer GMs really believed the "default" form of the game are these long, epic stories that take the better part of a year to play, and the WOTC hardcovers and the popular actual play channels weren't exactly disabusing them of this notion. So even if WOTC does publish shorter adventures, they're not doing the best job at directing new GMs towards them. Because I still see people thanking Matt for making that video! But thanks for getting to Matt's actual point and addressing it in the spirit it was intended.
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@LOGO_yo · 2 years ago
The Delian Tomb was my first try at DMing lol glad to see so many other people used it too 🤣🤣
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