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Re: [HoE] Re: mutant monsters and misfits, killer klowns, iron oasis, etc.



> I don't think the adventures are crapy.. We had a saying in the army. it's a poor
> workman who blames his tools. Those adventures when run by a good Marshal are like
> any other. Good or bad depends on the marshal running...

If a tool breaks when you try to use it, to a point where you need to create
new tools, you're better off making your own tools. That is, if, because
you're a "good workman", you end up having to work and sweat to make a
adventure work, you're better off making your own adventure, IMHO. At least
then you won't be patching up someone else's work, which in my experience, is
*more* work than starting from scratch.

I *have* used adventures before, but 90% the time the adventure is either a)
not that good or b) doesn't fit my game, or any game I'd ever run. I get more
value out of something custom-made for my campaign than a poorly-written
generic snap-in, and, because of that, I get more value out of a sourcebook
without an adventure. 
	-Loki

--
Kirt "Loki" Dankmyer <loki@triadntr.net> My opinions are my own, YMMV, BYOB.
love * Eris * RPGs  * Anime * Magick * Carroll * techno * hats * cats * Dada
I waked, she fled, and day brought back my night. --Milton