Power to people who find a lot of excitement in designing their own systems, but I really love a good adventure. Part of me wishes there was some kind of mythical TTRPG Rosetta Stone to make converting an adventure into your system of choice a snap -- it would make it so easy to focus less on whatever system/community/brand you're working with and more on just Getting Stuff Out There.
Agreed! I think as an early design exercise systems can be fun to work with and because there's such a focus on the hobby on the systems it makes sense that's what people want to make their own of, but adventures are where you can really get to creating unique stuff and telling new stories as the most focused ways possible. I do think the more we as GMs/players build our skillset at adapting adventures across system too the better. I love mixing and matching systems and adventures (for example, my playtest group is playing Keep on the Borderlands right now in Tacticians of Ahm).
Power to people who find a lot of excitement in designing their own systems, but I really love a good adventure. Part of me wishes there was some kind of mythical TTRPG Rosetta Stone to make converting an adventure into your system of choice a snap -- it would make it so easy to focus less on whatever system/community/brand you're working with and more on just Getting Stuff Out There.
Agreed! I think as an early design exercise systems can be fun to work with and because there's such a focus on the hobby on the systems it makes sense that's what people want to make their own of, but adventures are where you can really get to creating unique stuff and telling new stories as the most focused ways possible. I do think the more we as GMs/players build our skillset at adapting adventures across system too the better. I love mixing and matching systems and adventures (for example, my playtest group is playing Keep on the Borderlands right now in Tacticians of Ahm).