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4E, as an anti-4E guy ...
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4830376" data-attributes="member: 4892"><p>"Not enough plot" is a <strong>very</strong> subjective statement. I was able to pull enough plot elements from KotS to make it interesting for my players.</p><p></p><p>Also, you've made a very gross over-generalization of pre-written modules. I just started reading Demon Queen's Enclave and:</p><p></p><p>[sblock] The author has given alot of advice on how to use the NPC motivations to allow for groups that don't want to approach every encounter as a combat encounter. He details the goals of numerous NPCs and how a diplomatic approach to those NPCs might play out and interact with the goals and motivations of other NPCs. You won't get through this adventure without a fight, that's for certain, but there is ample opportunity for making this much more than an Underdark dungeon crawl.[/sblock]</p><p></p><p>I've used pre-written modules exclusively for quite a long time due to time restraints. The effort I would normally put into encounter design I instead put into plot expansion. Many pre-written modules <strong>do</strong> give me jumping points to expand the plot and make for a more interesting adventure. I really don't see where any superiority can be claimed in writing your own adventures over running pre-written adventures unless you don't put any thought into expanding the pre-written adventures to suit your group.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4830376, member: 4892"] "Not enough plot" is a [B]very[/B] subjective statement. I was able to pull enough plot elements from KotS to make it interesting for my players. Also, you've made a very gross over-generalization of pre-written modules. I just started reading Demon Queen's Enclave and: [sblock] The author has given alot of advice on how to use the NPC motivations to allow for groups that don't want to approach every encounter as a combat encounter. He details the goals of numerous NPCs and how a diplomatic approach to those NPCs might play out and interact with the goals and motivations of other NPCs. You won't get through this adventure without a fight, that's for certain, but there is ample opportunity for making this much more than an Underdark dungeon crawl.[/sblock] I've used pre-written modules exclusively for quite a long time due to time restraints. The effort I would normally put into encounter design I instead put into plot expansion. Many pre-written modules [B]do[/B] give me jumping points to expand the plot and make for a more interesting adventure. I really don't see where any superiority can be claimed in writing your own adventures over running pre-written adventures unless you don't put any thought into expanding the pre-written adventures to suit your group. [/QUOTE]
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