Supplement Four
SOC-14 5K
This is a good point I wish I had made.Originally posted by Psion:
(A simple solution to this last problem is to set a short time limit to look anything up, if you can't find it, make a note to look it up later, make something up, and move on.)
In my game, THAT'S a standing rule!
So much so that sometimes I'll want to look something up because it's buggin' me, and I know it's there....somewhere. And, if I take too long, my players will look up and say, "C'mon just make a ruling and move on. Fix it later if you need to."
That's coming from THEM because I've done that so many times...keep the game moving and interesting, fix it later. Good motto.
Not me. I use published adventures almost 100% of the time. I like the work they save.Some people never use published adventures but use many rules. I sometimes use published adventures, but I feel a bit more confined when I do use them unless the adventure is written in a manner to accomodate flexibility in story flow (the cinematic nugget format in MegaTraveller helps facilitate this sort of adventure design.)
But...yes, I am so guilty of changing an adventure, re-ordering it, combining it with other adventures, adding in as much as 75% extra original material...
I typically use a published adventure as a starting point, and then go hog wild customizing it for my campaign.
I can't remember the last time I started without a published adventure in a game.
OTOH, my current version of The Traveller Adventure is so modded that you wouldn't recognize it except for the locations.