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Legends and Lore : The Fine Art of Dungeon Mastering
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<blockquote data-quote="delericho" data-source="post: 5676948" data-attributes="member: 22424"><p>I didn't have any modules when I learned to DM. Somehow I managed. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>What they could probably usefully do is a series of modules for beginners that incorporate those bits of the DMG that are relevant to the module <em>right into the module</em>. So, instead of putting "how to run encounters" in the DMG and then having the module present just the encounter (and assuming the DM is familiar with the appropriate bit of the DMG), have the module present the encounter <em>together with the relevant bits of "how to run encounters"</em>.</p><p></p><p>Of course, such a module would necessarily have a much larger page-count than the equivalent adventure that doesn't do as much "hand holding", so it's best suited for those beginner adventures. So that does suggest that these should be a separate, dedicated product. (Or perhaps a "DM's kit" including several such modules, where the DM who has run them then 'graduates' to the full DMG (also included).)</p><p></p><p>It's also perhaps worth noting that WotC did <em>try</em> to do a module for beginner DMs, "Scourge of the Howling Horde". It failed, but it's not clear whether it failed because of the <em>type</em> of the product, or if it was because they screwed it up in just about every single possible way they could (<em>and</em> chose that product to debut their new, higher, prices).</p><p></p><p></p><p></p><p>Yes and no. "Tomb of Horrors" is module S1, that is "Special 1". It was a particular type of module intended for a particular type of use, and in that use, it's fine.</p><p></p><p>Where it goes wrong is if it is mistaken as just any old module, to be used by any DM for any purpose. It's <em>not</em> a module for newbie DMs, and it's probably <em>not</em> a module to try to insert into general campaign play. It's also <em>not</em> a module that should be used as the general pattern for module construction going forward (unless you're explicitly trying to emulate that death-trap mentality, for the same <em>special</em> use). Used improperly, it can indeed contribute to the creation of bad DMs.</p><p></p><p>And I think that's where we've gone wrong, that the uniqueness of ToH wasn't highlighted as clearly as it should have been, and that it's been taken as a general guide. And that's something the publisher(s) can be blamed for.</p></blockquote><p></p>
[QUOTE="delericho, post: 5676948, member: 22424"] I didn't have any modules when I learned to DM. Somehow I managed. :) What they could probably usefully do is a series of modules for beginners that incorporate those bits of the DMG that are relevant to the module [i]right into the module[/i]. So, instead of putting "how to run encounters" in the DMG and then having the module present just the encounter (and assuming the DM is familiar with the appropriate bit of the DMG), have the module present the encounter [i]together with the relevant bits of "how to run encounters"[/i]. Of course, such a module would necessarily have a much larger page-count than the equivalent adventure that doesn't do as much "hand holding", so it's best suited for those beginner adventures. So that does suggest that these should be a separate, dedicated product. (Or perhaps a "DM's kit" including several such modules, where the DM who has run them then 'graduates' to the full DMG (also included).) It's also perhaps worth noting that WotC did [i]try[/i] to do a module for beginner DMs, "Scourge of the Howling Horde". It failed, but it's not clear whether it failed because of the [i]type[/i] of the product, or if it was because they screwed it up in just about every single possible way they could ([i]and[/i] chose that product to debut their new, higher, prices). Yes and no. "Tomb of Horrors" is module S1, that is "Special 1". It was a particular type of module intended for a particular type of use, and in that use, it's fine. Where it goes wrong is if it is mistaken as just any old module, to be used by any DM for any purpose. It's [i]not[/i] a module for newbie DMs, and it's probably [i]not[/i] a module to try to insert into general campaign play. It's also [i]not[/i] a module that should be used as the general pattern for module construction going forward (unless you're explicitly trying to emulate that death-trap mentality, for the same [i]special[/i] use). Used improperly, it can indeed contribute to the creation of bad DMs. And I think that's where we've gone wrong, that the uniqueness of ToH wasn't highlighted as clearly as it should have been, and that it's been taken as a general guide. And that's something the publisher(s) can be blamed for. [/QUOTE]
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