What do GMs want for Adventures?

By NicoJMont, in Game Masters

So I am working on a major upgrade to the www.LegendsoftheGalaxy.com website and I had a question what do GMs want?

1) would you prefer fully developed adventures or a basic premise for one with goals to achieve and NPCs cards to use thus allowing the GM the freedom to create their own adventure filling in the gaps?

2) are there any cheat sheets or tools that will enhance your game without replacing the books?

3) do you like the idea of factions players can join and sessional faction goals the pcs can try to achieve for bonus rewards?

4) is there something else you want from Legends of the Galaxy?


Finally I invite people to post their game events in our calendar a few days or weeks before the game so players can find games and meet players near them

Hi, thanks for asking and for this very useful website.

As a GM myself I would say :

1) Fully developped adventures for when I am lazy or in lack of inspiration in my own stories.

2) I suppose it overlaps with books but crafting is still very much obscure to me.

3) Sure

4) I would be the happiest GM on earth if we could have translated ( or translatable) character sheets. The fillable character sheet on Legends is the one I use but, being french, having it in the actual language we are playing the game would be awesome. Maybe just releasing the editable file for us to translate or having the names fillable in the sheet would be more than enough to me. (And maybe blank spec trees also :D )

Hoping these ideas will find echoes in other GM posts :)

Edited by Spaceball

Thanks for asking! 😁

On 12/25/2019 at 11:04 AM, NicoJMont said:

1) would you prefer fully developed adventures or a basic premise for one with goals to achieve and NPCs cards to use thus allowing the GM the freedom to create their own adventure filling in the gaps?

For my part, the latter (modular encounters).

To me, the most useful thing I get out of preconstructed adventures is ideas for interesting encounter mechanics (that is, cool ways to resolve conflict or challenges other than just making a skill roll or fighting a battle). My favorite FFG adventure is Jewel of Yavin, because it introduces the racing mechanic.

Because I run ongoing character-driven sagas I need modular encounters I can adapt and drop in. If its going to be a bigger adventure it needs to be flexible . If the plot is heavily dependent on a specific chain of events or or the circumstances are too intricately constructed to be altered, I can't use them. On the other hand, I have taken inspiration from several published adventures and modular encounters for my game. The first post in the linked thread references how I used The Perlman Run and The Jewell of Yavin .

Linky:

22 minutes ago, Vondy said:

Because I run ongoing character-driven sagas I need modular encounters I can adapt and drop in. If its going to be a bigger adventure it needs to be flexible . If the plot is heavily dependent on a specific chain of events or or the circumstances are too intricately constructed to be altered, I can't use them. On the other hand, I have taken inspiration from several published adventures and modular encounters for my game. The first post in the linked thread references how I used The Perlman Run and The Jewell of Yavin .

Agreed, it's often very do-able to adapt encounters from a whole adventure into modular encounters. If you end up writing a bunch of complete plotted adventures, I'd probably find those useful too.

I've always found that it's easier to take someone else's very detailed work and cut out/adapt what doesn't work for my game, than it is to take a loose premise and have to fill in the middle bits myself. So add as much detail as you want.