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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6877435"><p>Personally I like adventures that feel like a setting book. I also enjoy when they blend in adventure possibilities. A good example of the kind I tend to go for would be the Feast of Goblyns adventure that came out for Ravenloft in the 90s. 100 Bushels of Rye for HARN is another one I quite liked. </p><p></p><p>I know a lot of folks complain about passive voice, but personally I tend to prefer it. I do like warm writing, but not writing that feels too punchy or overly stylized (I actually get a bit irked when the language is too active, or flows in a way assumes too much about what the player characters do----really like cautious "If the players do X" type language over "The players do X"). </p><p></p><p>I certainly understand why folks like less wall of text, and I do think there can be places where this is really annoying. But I also have to admit, as a GM, I like reading a module and getting pulled into the material a bit in advance. So I'll happily buy something that has that sort of thing. </p><p></p><p>What I don't like are adventures that have clear beginnings, middles and ends; or ones that flow like a story with a climax or beats you have to hit. I'd rather just kind of let my players go at it how they want, without feeling like it is a an episode of a show that needs to hit all the right moments in the night. I want potentially dramatic elements to be in play, so they can come up naturally if they happen to arise....I just don't want my players to feel like I am imposing some kind of plot on them. I much prefer that stuff to flow from the NPCs, PCs, and all the other elements as they interact.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6877435"] Personally I like adventures that feel like a setting book. I also enjoy when they blend in adventure possibilities. A good example of the kind I tend to go for would be the Feast of Goblyns adventure that came out for Ravenloft in the 90s. 100 Bushels of Rye for HARN is another one I quite liked. I know a lot of folks complain about passive voice, but personally I tend to prefer it. I do like warm writing, but not writing that feels too punchy or overly stylized (I actually get a bit irked when the language is too active, or flows in a way assumes too much about what the player characters do----really like cautious "If the players do X" type language over "The players do X"). I certainly understand why folks like less wall of text, and I do think there can be places where this is really annoying. But I also have to admit, as a GM, I like reading a module and getting pulled into the material a bit in advance. So I'll happily buy something that has that sort of thing. What I don't like are adventures that have clear beginnings, middles and ends; or ones that flow like a story with a climax or beats you have to hit. I'd rather just kind of let my players go at it how they want, without feeling like it is a an episode of a show that needs to hit all the right moments in the night. I want potentially dramatic elements to be in play, so they can come up naturally if they happen to arise....I just don't want my players to feel like I am imposing some kind of plot on them. I much prefer that stuff to flow from the NPCs, PCs, and all the other elements as they interact. [/QUOTE]
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