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Sacrificial limb.

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Shinobi Killfist

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« on: <01-07-13/2316:26> »
Okay ignoring the really bad plot I got to ask am I alone in hating the recent rash of adventures that start off with something like this is a seven part adventure that can be spread out over X amount of time?  Pretty much every time it just means, 6 really crappy adventures with one mediocre part. 

Mirikon

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« Reply #1 on: <01-08-13/0505:41> »
What it means is that you can intersperse these adventures into your normal campaign much easier than, say, suddenly uprooting the whole group and tossing them on a world tour. Emergence and Ghost Cartels were that way as well, providing solid ideas for what was happening in the world as everything changed, and missions that could be fit in alongside your normal runs.
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Shinobi Killfist

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« Reply #2 on: <01-08-13/2144:39> »
I understand the idea of what they are shooting for.  My point is it always seems to be 6 poorly done small adventures with 1 mediocre decent sized adventure.  While I've found the adventures that don't take this route end up actually being fairly solid.  I'd rather have one solid adventure than 7 crappy ones interspersed with my normal adventures. 

Wailer

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« Reply #3 on: <01-24-13/1221:38> »
I can really appreciate the ones that're designed to be woven in with your normal campaign arc - I feel that it gives the players a much better "A ha!" moment and general feel of design as opposed to a FOTM job (Not that I'm bashing stand alone jobs). It's a tradition in Shadowrun that dates back to the original Harlequin and besides - if there's something you don't like in one of the pieces, it's your game. Keep the element, or the purpose and change it to what you'd like.

I actually just picked up Sacrificial Limb the other day and have only just started reading it  - which of the sections don't you like, and why? Or maybe I should ask, what don't you like in each of the setup adventures, specifically?

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Mithlas

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« Reply #4 on: <01-24-13/1500:21> »
I actually don't mind the idea of playing a game where several plot lines are advancing simultaneously - one or two without the players, should they choose not to interact with them. I haven't gotten to that point in my current game (still setting up), but I'm going to be using that set-up. Not sure if I'm going to be running the Artifacts series or anything like that, but I think that having several mini-missions instead of "this is your session. You do one mission" is something that good GMs should keep in their toolbag.