Overall, I have little use for published adventures. When I was just starting out, I really leaned on them. The fact that I had purchased adventures was what originally positioned me as DM for whatever friends wanted to play D&D. When I started running other games, one of my first criteria was that it be something that I had adventures for.
The first time I tried writing my own script was for Exalted. Technically, there was a book of adventures for Exalted, but it was really very loosely written and hard to use. Especially when compared to the more detailed adventures that had been written for other games. So even though it was my reason for putting Exalted on my list of games to run, I wound up not using it at all. The amazing thing, at least to my mind, is that my players had a good time using the material that I had written.
I still use published adventures for D&D games. Plots and such come fairly easy to me and D&D, with its rules for encounter balancing and treasure placement, feels like more baggage and work than any other system requires of me when writing an adventure. Combined with the ready availability of adventures for that system in its various incarnations, it is far easier to use a published adventure than to write my own.
But in terms of picking a favorite, I think long-time readers know my picks.
The Castle of the Mad Archmage from BRW Games. Not a single adventure, but an entire campaign worth of things to do.
The Jaded City of Oz, the sample adventure in Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road. It doesn't create a sets of hoops to jump through, but instead provides an amusing set of scenarios to explore.
The first time I tried writing my own script was for Exalted. Technically, there was a book of adventures for Exalted, but it was really very loosely written and hard to use. Especially when compared to the more detailed adventures that had been written for other games. So even though it was my reason for putting Exalted on my list of games to run, I wound up not using it at all. The amazing thing, at least to my mind, is that my players had a good time using the material that I had written.
I still use published adventures for D&D games. Plots and such come fairly easy to me and D&D, with its rules for encounter balancing and treasure placement, feels like more baggage and work than any other system requires of me when writing an adventure. Combined with the ready availability of adventures for that system in its various incarnations, it is far easier to use a published adventure than to write my own.
But in terms of picking a favorite, I think long-time readers know my picks.
The Castle of the Mad Archmage from BRW Games. Not a single adventure, but an entire campaign worth of things to do.
The Jaded City of Oz, the sample adventure in Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road. It doesn't create a sets of hoops to jump through, but instead provides an amusing set of scenarios to explore.
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