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General Tabletop Discussion
*Dungeons & Dragons
"A Special Warning Regarding the Deadliness of this Module" (or Adventure Design Philosophy)
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<blockquote data-quote="John Quixote" data-source="post: 8153325" data-attributes="member: 694"><p>Speaking as someone who exclusively runs Original/Classic D&D (not 1st edition AD&D, but everything 0th edition from the white box through the <em>Rules Cyclopedia</em>), I prefer to avoid modules at all costs. For the most part, they're just really, really, terribly <em>bad</em> examples of what a good game of early D&D looks like. Even when they aren't cribbed from tournament modules, they're usually either too boring, too deadly, or too railroady. Most modules, even the beloved early entries in the B- and X-series, just aren't worth the trouble of reading through them and trying to implement them.</p><p></p><p>When you craft your own sandbox, fill the hexes yourself, draw your own dungeon, and stock its rooms with the various tricks, traps, treasures, monsters, puzzles, etc., you're not just creating something inherently suited to your play-style: you're also creating something that's uniquely <em>yours</em>, something that you know better inside and out than any adventure or dungeon that someone else has written down. It makes gameplay smoother, it minimizes table-reading (since you can often key an entire hex or a whole dungeon room with just a single line of text to remind yourself what's there, rather than multiple long paragraphs taking up a whole column on half a page in a module booklet), and it's bound to feel more creative to <em>you </em>if you've done everything yourself—which really does make a big difference in terms of both enthusiasm and confidence while refereeing the game.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 8153325, member: 694"] Speaking as someone who exclusively runs Original/Classic D&D (not 1st edition AD&D, but everything 0th edition from the white box through the [I]Rules Cyclopedia[/I]), I prefer to avoid modules at all costs. For the most part, they're just really, really, terribly [I]bad[/I] examples of what a good game of early D&D looks like. Even when they aren't cribbed from tournament modules, they're usually either too boring, too deadly, or too railroady. Most modules, even the beloved early entries in the B- and X-series, just aren't worth the trouble of reading through them and trying to implement them. When you craft your own sandbox, fill the hexes yourself, draw your own dungeon, and stock its rooms with the various tricks, traps, treasures, monsters, puzzles, etc., you're not just creating something inherently suited to your play-style: you're also creating something that's uniquely [I]yours[/I], something that you know better inside and out than any adventure or dungeon that someone else has written down. It makes gameplay smoother, it minimizes table-reading (since you can often key an entire hex or a whole dungeon room with just a single line of text to remind yourself what's there, rather than multiple long paragraphs taking up a whole column on half a page in a module booklet), and it's bound to feel more creative to [I]you [/I]if you've done everything yourself—which really does make a big difference in terms of both enthusiasm and confidence while refereeing the game. [/QUOTE]
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*Dungeons & Dragons
"A Special Warning Regarding the Deadliness of this Module" (or Adventure Design Philosophy)
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