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Designing RPG Adventures With the Players And Not the GM In Mind, Part One
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<blockquote data-quote="SMHWorlds" data-source="post: 7730648" data-attributes="member: 6853809"><p>I am not sure I entirely agree with Mr. Goodman. A module does indeed need to be written with its audience in mind, but the audience is the players and the game master, who is also a player though with different roles instead of just one. Ideally the module should be fun to run, without straying from the established system too many times, and fun to play by offering encounters that offer challenge. Those are the ideals of course and it can be hard hit the mark every time. </p><p></p><p>I am also not sure what "writing" for the players really means. Certainly I want my players to have fun even if they die horribly. Maximizing their good time makes sense, but doing so at the expense of the game master seems short sighted. Nine times out of ten my "side" the roles I play are going to lose and are designed to lose. So as a game master I like to get some usefulness out of them, give them a chance to live a little before they die horribly. More than just a well written module, some of the content needs to be fun for the game master as well. Ideally all of it will be.</p><p></p><p>Interesting though. I am not sure how I would describe my own designs.</p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7730648, member: 6853809"] I am not sure I entirely agree with Mr. Goodman. A module does indeed need to be written with its audience in mind, but the audience is the players and the game master, who is also a player though with different roles instead of just one. Ideally the module should be fun to run, without straying from the established system too many times, and fun to play by offering encounters that offer challenge. Those are the ideals of course and it can be hard hit the mark every time. I am also not sure what "writing" for the players really means. Certainly I want my players to have fun even if they die horribly. Maximizing their good time makes sense, but doing so at the expense of the game master seems short sighted. Nine times out of ten my "side" the roles I play are going to lose and are designed to lose. So as a game master I like to get some usefulness out of them, give them a chance to live a little before they die horribly. More than just a well written module, some of the content needs to be fun for the game master as well. Ideally all of it will be. Interesting though. I am not sure how I would describe my own designs. [/QUOTE]
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