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Settings and adventures modules design: providing useful products
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<blockquote data-quote="Li Shenron" data-source="post: 6278740" data-attributes="member: 1465"><p>I think it's very interesting idea, let's hope it's well received!</p><p></p><p>Being system-indipendent is a great feature. </p><p></p><p>Ideally, that's how I would prefer also campaign settings to be, but it's hard because then player characters are expected to be designed in way tied to the settings (i.e. using races, classes, spells etc. which highlight the defining flavor of the setting) and that means the players expect to find "crunch" in settings books.</p><p></p><p>But for adventures it should be easier, at least since you are assuming a fairly traditional generic fantasy setting. If your adventure is designed for ~12 sessions of play (not short, but with typical RPG systems that covers only a small bunch of character levels), then it is not needed to have character crunchy material.</p><p></p><p></p><p></p><p>Don't overdo this... IMXP as a DM I have <em>never</em> felt that an adventure or settings had too little room for my own ideas! But the opposite, i.e. too much blank space, gives me the feeling that I spent full money for only a half-full product. I can tolerate that for old-school dungeon-crawls where the purpose is just going from one battle/trap/danger to another, and I can just roll randomly or pick something from the DMG/MM. But from a published adventure generally I want <em>all the work already done for me</em>, thus no gaps! As I said, this never prevents me to add more events, characters, or connections, because there is no upper limit really.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6278740, member: 1465"] I think it's very interesting idea, let's hope it's well received! Being system-indipendent is a great feature. Ideally, that's how I would prefer also campaign settings to be, but it's hard because then player characters are expected to be designed in way tied to the settings (i.e. using races, classes, spells etc. which highlight the defining flavor of the setting) and that means the players expect to find "crunch" in settings books. But for adventures it should be easier, at least since you are assuming a fairly traditional generic fantasy setting. If your adventure is designed for ~12 sessions of play (not short, but with typical RPG systems that covers only a small bunch of character levels), then it is not needed to have character crunchy material. Don't overdo this... IMXP as a DM I have [I]never[/I] felt that an adventure or settings had too little room for my own ideas! But the opposite, i.e. too much blank space, gives me the feeling that I spent full money for only a half-full product. I can tolerate that for old-school dungeon-crawls where the purpose is just going from one battle/trap/danger to another, and I can just roll randomly or pick something from the DMG/MM. But from a published adventure generally I want [I]all the work already done for me[/I], thus no gaps! As I said, this never prevents me to add more events, characters, or connections, because there is no upper limit really. [/QUOTE]
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