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<blockquote data-quote="tlantl" data-source="post: 5813312" data-attributes="member: 55225"><p>Why would any published adventure need to have anything more than the information you'd need to play it? </p><p></p><p>The modular part of the game is in the basic usage of the rules. How you build characters, what combat systen are you going to use, what races and classes do you include in your games, you know stuff that has nothing to do with finding the source of evil plaguing the hamlet you wound up passing through. </p><p></p><p>There shouldn't need to be anything directly relating to those rules in an adventure.</p><p></p><p>Just because I want to use the less cumbersome combat rules and some beefy exploration rules in my game, shouldn't mean that if someone wrote an adventure they should have to have explicit instructions as to how to play that way since those considerations should already be taken care of by the players rules and how the DM uses them. </p><p></p><p>It's not like there are going to be entirely different rules sets for every edition style in the game, only the way the different styles feel using the different modules. Everything important like skill checks and attack rolls and spell effects are going to be the same no matter what subsystem you prefer. </p><p></p><p>If it isn't, then writing dungeons for yourself is going to be a real nut buster.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5813312, member: 55225"] Why would any published adventure need to have anything more than the information you'd need to play it? The modular part of the game is in the basic usage of the rules. How you build characters, what combat systen are you going to use, what races and classes do you include in your games, you know stuff that has nothing to do with finding the source of evil plaguing the hamlet you wound up passing through. There shouldn't need to be anything directly relating to those rules in an adventure. Just because I want to use the less cumbersome combat rules and some beefy exploration rules in my game, shouldn't mean that if someone wrote an adventure they should have to have explicit instructions as to how to play that way since those considerations should already be taken care of by the players rules and how the DM uses them. It's not like there are going to be entirely different rules sets for every edition style in the game, only the way the different styles feel using the different modules. Everything important like skill checks and attack rolls and spell effects are going to be the same no matter what subsystem you prefer. If it isn't, then writing dungeons for yourself is going to be a real nut buster. [/QUOTE]
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