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General Tabletop Discussion
*TTRPGs General
Adventure Design Philosophy (was: Best D&D Adventures)
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<blockquote data-quote="Schmoe" data-source="post: 4406440" data-attributes="member: 913"><p>Having thought about it, the distinction that I see is that many of the early modules provided a setting (the dungeon) and one possible purpose for exploring the setting. However, fulfilling the purpose rarely required exhaustive exploration of the setting, and thus the setting could support many other purposes.</p><p></p><p>Later modules provided a setting that was much more tightly integrated with the purpose, or plot, of the adventure. This cut out a lot the stuff on the periphery that gave DMs freedom to expand and create their own plots from the setting. I think it's a trade-off that depends on personal preference. A tightly integrated setting and plot allows the module to present a more compelling plot and reduces the requirement for the DM to create interesting plot elements. An extreme example of this would be the <em>Barrow of the Forgotten King</em>. A loosely integrated setting and plot provides many tools and ideas for the DM to use and provides more freedom for the players to direct the action outside of the presented plot. An extreme example of this would be <em>Dwellers of the Forbidden City</em>.</p><p></p><p>I think both are fun when done well, but my best experiences have been with the more loosely integrated setting/plot of modules from bygone eras.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 4406440, member: 913"] Having thought about it, the distinction that I see is that many of the early modules provided a setting (the dungeon) and one possible purpose for exploring the setting. However, fulfilling the purpose rarely required exhaustive exploration of the setting, and thus the setting could support many other purposes. Later modules provided a setting that was much more tightly integrated with the purpose, or plot, of the adventure. This cut out a lot the stuff on the periphery that gave DMs freedom to expand and create their own plots from the setting. I think it's a trade-off that depends on personal preference. A tightly integrated setting and plot allows the module to present a more compelling plot and reduces the requirement for the DM to create interesting plot elements. An extreme example of this would be the [i]Barrow of the Forgotten King[/i]. A loosely integrated setting and plot provides many tools and ideas for the DM to use and provides more freedom for the players to direct the action outside of the presented plot. An extreme example of this would be [i]Dwellers of the Forbidden City[/i]. I think both are fun when done well, but my best experiences have been with the more loosely integrated setting/plot of modules from bygone eras. [/QUOTE]
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