Fuzzy wrote:If I could ask for one supplement to help with open ended adventures, it would be a rogues gallery / monster/enemy manual, with each rogue having a mini subplot or background to hook in. I started writing one several months back, but just don't have the time for it.
I'd also like to see a "Creatures of..." book, though preferably a bit different than the ones made for oTorg, in that I think it should cover all the realms, and not dedicate an entire page + art to each threat. The best time to do this would be right after all the realm books and adventures are out. Then we could compile every single stat block into one tome!
I tend not to use subplots and backgrounds when it comes to these kinds of books. For that, I look to things like Queenswrath, a book full of plot seeds. Which I'd also like to see at some point. Another forum user suggested we run with "Cassie's Notebook" from the Fires of Ra adventure, which would also be neat.
By the way, sorry to hear your GM didn't find much use for the crash + Bedouin portion of Act 2, but he did exactly what I expect all GMs to do at some point: Skip it and do what comes naturally instead. We writers can't predict what every table will need or want; All we can do is compile the adventure as we see it and trust GMs to adjust accordingly. I've done the same thing when running games. I took over running a Pathfinder campaign just as we started Book 5, and I jettisoned most of the dungeons and majorly streamlined the adventure (I find D&D and Pathfinder's dungeons way too long and not very logical). When I ran Princes of the Apocalypse for D&D 5e, I cut stuff and added stuff all over the place, and in fact changed some major plot points. Ultimately, any published adventure is nothing more than a tool kit... Some GMs might use it as-is, where others might cut, add, and modify all kinds of stuff. That's just as it should be.
Truth be told, there were several things I'd probably do differently if I were writing Fires of Ra today, and Acts 1 & 2 would get the biggest changes. Act 2 could have made a good mini-sandbox. Hopefully your GM will find the other acts more useable as-is. It's a done deal now, but rest assured that we're using different methods in other adventures. Sometimes we'll have plot scripts, other times we'll have open areas with a goal but no given plan.