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New Gm/New adventures

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Lighthouse

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« on: <05-13-14/1119:14> »
What is the best resource for new adventures in 5E?
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Namikaze

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« Reply #1 on: <05-13-14/1125:49> »
I assume you mean to create new adventures?

There are some printed adventures already for 5th edition that you can use, and those are easy to find.  As to creating your own, there are LOTS of schools of thought on where the begin.  Personally, I'd recommend learning the setting - start with the 4th edition books Seattle 2072 and Sixth World Almanac as those will give you 90% of the setting information that you'll want.
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HarshRhettoric

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« Reply #2 on: <05-13-14/1239:58> »
Have you ever had a dream where you were standing on a pyramid in sort-of sun god robes with a thousand naked women screaming and throwing pickles at you?

Why am I the only one that has that dream?

MortimerBane

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« Reply #3 on: <05-13-14/1435:17> »
Nice Harsh!

SlowDeck

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« Reply #4 on: <05-13-14/1443:36> »
The best resource is simply to have as much fiction as you can, of as many types as you can. Mix and match different pieces as you need.

But nothing beats having an over-active imagination, a questionable connection to reality, and creativity limited only by your ability to express what you come up with.
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RulezLawyerZ

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« Reply #5 on: <05-14-14/1928:03> »
5E's Random Run generator is pretty good about giving you a workable skeleton, but it's up to you to flesh it out, and it assumes that all you'll be doing is shadowrunning (like early editions of D&D assumed that all adventuring would be underground). To do that, let me rephrase SlowDeck: Steal liberally (but hide the bodies). Just like Yojimbo became Fist Full of Dollars became Last Man Standing, grab pieces and parts and dress them appropriately.

prismite

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« Reply #6 on: <05-15-14/0943:30> »
I've even taken movies and turned them into viable missions. Crime movies work the best since they fit more easily into the world. They can also help you flavor a villain up so that he/she is that much more memorable.
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