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<blockquote data-quote="Lanefan" data-source="post: 6377411" data-attributes="member: 29398"><p>I don't. Instead, I feel like I got my money's worth.</p><p></p><p>Ayup. And I can stick it in anywhere and wrap any story around it I want to.</p><p> </p><p>Er...why else would you buy a module instead of writing your own?</p><p></p><p>I (usually) don't need backstory; I already have that. What I need - and all I need - from a module is that it do the heavy lifting as regards the actual dungeon design: the mapping, the monster statting and suggested tactics, the trap placement and design, treasure descriptions and values, and so forth; all in a relatively simple and not-too-verbose manner. This is why I have yet to ever convert and run a Pathfinder module: too much bloody backstory getting in the way of the dungeon descriptions. I don't have the patience to winnow out the 10 pages of actual adventure from the 64 pages presented; it's quicker and easier to just design my own.</p><p></p><p>Not sure if I'm missing something here, but aren't the PC's *supposed* to be fighting against the dungeon and its inhabitants?</p><p></p><p>You could, and so could I; but if I can buy a module that's already done all the rolling for me, put it on a map, and statted out the monsters and traps why would I waste my time doing all that rolling.</p><p></p><p>I'm going to generate the backstory to suit my campaign anyway; it's far easier to do this from a blank slate (i.e. very minimal or no canned backstory) than to have to wade through and (in my mind) delete all the canned backstory first (1). The only canned backstory I care about in any module is that which specifically has to do with why and how the dungeon exists and-or why and how any bizarre things in it are intended to function (2).</p><p></p><p>(1) - canned backstory example: <span style="color: #FFFF00">the dungeon is an old castle near the present-day border between Neverwinter lands and Luskan lands. Neverwinter Nobleman X is in a power struggle with Neverwinter Nobleman Y and wants to reboot the old castle to add to his power base (several pages of this conflict-of-intrigue history are given); in a previous adventure the party (in theory) went on at least one mission for Nobleman X thus here the hook is he hires the party to go and clear the castle out for him.</span> I need none of this.</p><p></p><p>(2) - canned backstory example: <span style="color: #FFFF00">the dungeon is an old castle built by Terazon the Mad Wizard a few centuries ago; a few years after completing the castle Terazon dabbled in magics he shouldn't have and inadvertently opened a gate from his lab in the castle's basement to the Elemental Plane of Magic, and the resulting magic surges kiled him. Now, the decay of the castle has brought down Terazon's old defensive enchantments; originally intended to keep unwelcome magic *out* they have for centuries instead been keeping the wild magic *in*. The hook is one or more of: a guild of arcanists hires the party to fix the problem; the party hears of the castle and all the rumoured treasure there (but knows nothing about the wild magic!); the party sees odd lighting effects in the distance at night and goes to investigate, etc. (following this would be several pages detailing the mechanics of how the wild magic works around the castle and what effects it might have on PCs) </span> This sort of thing is what I want: setting-neutral and with just about no reference to the outside world at all - it's all about the castle itself.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6377411, member: 29398"] I don't. Instead, I feel like I got my money's worth. Ayup. And I can stick it in anywhere and wrap any story around it I want to. Er...why else would you buy a module instead of writing your own? I (usually) don't need backstory; I already have that. What I need - and all I need - from a module is that it do the heavy lifting as regards the actual dungeon design: the mapping, the monster statting and suggested tactics, the trap placement and design, treasure descriptions and values, and so forth; all in a relatively simple and not-too-verbose manner. This is why I have yet to ever convert and run a Pathfinder module: too much bloody backstory getting in the way of the dungeon descriptions. I don't have the patience to winnow out the 10 pages of actual adventure from the 64 pages presented; it's quicker and easier to just design my own. Not sure if I'm missing something here, but aren't the PC's *supposed* to be fighting against the dungeon and its inhabitants? You could, and so could I; but if I can buy a module that's already done all the rolling for me, put it on a map, and statted out the monsters and traps why would I waste my time doing all that rolling. I'm going to generate the backstory to suit my campaign anyway; it's far easier to do this from a blank slate (i.e. very minimal or no canned backstory) than to have to wade through and (in my mind) delete all the canned backstory first (1). The only canned backstory I care about in any module is that which specifically has to do with why and how the dungeon exists and-or why and how any bizarre things in it are intended to function (2). (1) - canned backstory example: [COLOR="#FFFF00"]the dungeon is an old castle near the present-day border between Neverwinter lands and Luskan lands. Neverwinter Nobleman X is in a power struggle with Neverwinter Nobleman Y and wants to reboot the old castle to add to his power base (several pages of this conflict-of-intrigue history are given); in a previous adventure the party (in theory) went on at least one mission for Nobleman X thus here the hook is he hires the party to go and clear the castle out for him.[/COLOR] I need none of this. (2) - canned backstory example: [COLOR="#FFFF00"]the dungeon is an old castle built by Terazon the Mad Wizard a few centuries ago; a few years after completing the castle Terazon dabbled in magics he shouldn't have and inadvertently opened a gate from his lab in the castle's basement to the Elemental Plane of Magic, and the resulting magic surges kiled him. Now, the decay of the castle has brought down Terazon's old defensive enchantments; originally intended to keep unwelcome magic *out* they have for centuries instead been keeping the wild magic *in*. The hook is one or more of: a guild of arcanists hires the party to fix the problem; the party hears of the castle and all the rumoured treasure there (but knows nothing about the wild magic!); the party sees odd lighting effects in the distance at night and goes to investigate, etc. (following this would be several pages detailing the mechanics of how the wild magic works around the castle and what effects it might have on PCs) [/COLOR] This sort of thing is what I want: setting-neutral and with just about no reference to the outside world at all - it's all about the castle itself. Lanefan [/QUOTE]
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