Okay, I was talking to my legenedary FIRST CUSTOMER in e-mail yesterday (I never asked persmission to use his name). He was asking about some guidance for GMs to fill in spots between adventures. I had an Idea after the HARP playtest tonight.
I invision a series of free products known as Adventure Seeds. She would be expanded off the Adventure Seeds as presented in the source books (expanded off the concept, not the individual seeds). For those of you who read SM Datanet, they'd be like the adventures in the campaign plans. Essentially, they'd be 1-2 page adventure PLOTS with some supporting data on how to fit them into Moving Shadow. No stats or rules. Just a description of an adventure and how the plot evolves. Basically, with this, your rulebook, your monster book, and whatever NPC premades your game of choice has, you should be able to sit down and on the fly, run an adventure with no prep. You'd fill in details, give NPCs personalities and make up the descriptions, but it should be an easy session for the GM on the go.
Maybe more importantly, they'd fill in the holes between adventures in The Moving Shadow. For instance, the Moving Shadow might look something like this:
Adventure #1: The Throne of God (3rd Level)
Adventure Seed 1a: A Knife in the Night
Adventure Seed 1b: To Burn a Witch
Adventure #2: The Festering Earth (6th Level)
Adventure Seed 2: Felrican Nights
Guild Adventurer 2: The Echoes of History (By Guild Companion)
Adventure #3: On Corrupted Ground. (9th Level)
What do you think?