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Bruce Nesmith Interview: 1 month, 1 32 page module
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<blockquote data-quote="pming" data-source="post: 7673215" data-attributes="member: 45197"><p>Hiya.</p><p></p><p></p><p></p><p>So what you're saying is that this is "bad"? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite12" alt="o_O" title="Er... what? o_O" loading="lazy" data-shortname="o_O" /> Using our imaginations to take what is there and let a unique and exciting story unfold from a more "bare-bones" module is "less good" than trying to stick to the "plot and story" without colouring outside of the lines?</p><p></p><p>Ok, I know you didn't mean it exactly that way (I hope you didn't!), but that's what it kinda comes across as. Wouldn't you, as DM, <em>enjoy</em> deciding on what Major NPCs ...<em>specific to your campaign world</em>... are involved and their motivations? Are drawing cool maps with interesting terrain, maps of the Army of Good's encampments, maps of any other interesting terrain features (say, an unknown underwater cave in a lake that houses a small enclave of sirens?), and any other maps? Don't you like surprises? Like if something happens to agitate the orcs one way or the other? Maybe the PC's do something that really upsets them...and they "join forces" with the AoG to "put down their giantish overlords"? Maybe the orcs aren't as evil as other tribes, and have become more of a neutral "we just want to be left alone" and are more than willing to turn on the giants if the AoG allows them to leave after, moving deeper into the mountains where they can live their lives "in peace".</p><p></p><p>By not having everything encountered in the adventure spelled out for the DM, it allows more "imaginatory sparks", I guess is what I'm saying. A module that says "The orcs fear the giants, and do what they say. Captured orcs will betray the party at the first opportunity, hoping to gain favor with their giantish overlords" is one thing. Saying "The orcs fear the giants because [insert two or three sentences detailing exactly why]. Captured orcs will betray the party at the first opportunity [insert several sentences about who they will run to, what they will say, why they run to Giant NPC #7, what they will do if taken outside of the giant's control, and why, etc]"... is a completely different thing.</p><p></p><p>Give me the first version every time, thank you. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Let me, the DM, decide why the orcs will betray the giants. Let me, the DM, decide how they will do it. Let me, the DM, decide who they run to. Let me, the DM, decide if any or all of that changes if they leave the control of the giants. Why have all that extra "hand holding" in there? That space could have been spent on adding another room or two to the dungeon. </p><p></p><p>Now, for "introductory adventures", I have no problem with it. But most adventures written shouldn't be aimed at "new players and DM's". Most adventures should be aimed at those with experience. Basically, a handful of level 1-3 adventures can be "Introductory Adventures", where it holds the hand of the DM throughout; giving helpful hints on how to handle some situation, or quick page number references for rules that are likely to come up in some encounter, etc. But, IMHO, any adventure that is aimed at level 4+ should be written with the assumption that the DM knows what he is doing, or at least isn't a complete newb.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7673215, member: 45197"] Hiya. So what you're saying is that this is "bad"? o_O Using our imaginations to take what is there and let a unique and exciting story unfold from a more "bare-bones" module is "less good" than trying to stick to the "plot and story" without colouring outside of the lines? Ok, I know you didn't mean it exactly that way (I hope you didn't!), but that's what it kinda comes across as. Wouldn't you, as DM, [I]enjoy[/I] deciding on what Major NPCs ...[I]specific to your campaign world[/I]... are involved and their motivations? Are drawing cool maps with interesting terrain, maps of the Army of Good's encampments, maps of any other interesting terrain features (say, an unknown underwater cave in a lake that houses a small enclave of sirens?), and any other maps? Don't you like surprises? Like if something happens to agitate the orcs one way or the other? Maybe the PC's do something that really upsets them...and they "join forces" with the AoG to "put down their giantish overlords"? Maybe the orcs aren't as evil as other tribes, and have become more of a neutral "we just want to be left alone" and are more than willing to turn on the giants if the AoG allows them to leave after, moving deeper into the mountains where they can live their lives "in peace". By not having everything encountered in the adventure spelled out for the DM, it allows more "imaginatory sparks", I guess is what I'm saying. A module that says "The orcs fear the giants, and do what they say. Captured orcs will betray the party at the first opportunity, hoping to gain favor with their giantish overlords" is one thing. Saying "The orcs fear the giants because [insert two or three sentences detailing exactly why]. Captured orcs will betray the party at the first opportunity [insert several sentences about who they will run to, what they will say, why they run to Giant NPC #7, what they will do if taken outside of the giant's control, and why, etc]"... is a completely different thing. Give me the first version every time, thank you. :) Let me, the DM, decide why the orcs will betray the giants. Let me, the DM, decide how they will do it. Let me, the DM, decide who they run to. Let me, the DM, decide if any or all of that changes if they leave the control of the giants. Why have all that extra "hand holding" in there? That space could have been spent on adding another room or two to the dungeon. Now, for "introductory adventures", I have no problem with it. But most adventures written shouldn't be aimed at "new players and DM's". Most adventures should be aimed at those with experience. Basically, a handful of level 1-3 adventures can be "Introductory Adventures", where it holds the hand of the DM throughout; giving helpful hints on how to handle some situation, or quick page number references for rules that are likely to come up in some encounter, etc. But, IMHO, any adventure that is aimed at level 4+ should be written with the assumption that the DM knows what he is doing, or at least isn't a complete newb. ^_^ Paul L. Ming [/QUOTE]
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