Episode 144 – Hacking Published Adventures

With Jenny traveling for the holidays, we’re back to Grant and Peter on the mics for an episode! We cover our Christmas stories and Grant’s Christmas stream of the Link to the Past Holiday Randomizer, and remind our listeners about the very exciting upcoming Actual Play series we’re doing courtesy of City on a Hill Gaming.

Our Patreon question this week comes from Kevin VonFeldt, who asks us about the Kickstarters we wish we’d backed, but didn’t. This is also a good excuse to prompt our ever-generous Patreon supporters to send in questions like these!

Our main topic this episode is how to hack published adventure material into your game. For what was supposed to be a quick-and-easy Christmas topic, we had a ton to say about this! We briefly cover the pros and cons of adventures themselves, then start tearing down pieces of modules to explain why you might want to borrow those pieces, and how to adjust them for your own game. From maps to encounters to entire plot lines, we tackle everything you can think of—and wrap up with an idea about running entire modules in your own campaign in ways that don’t detract from your own homebrew settings.

Scripture: Proverbs 22:29, Colossians 3:23-24

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