Are adventures/modules more important than system?


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Is the story more important than the language it is written in?

Adventure modules are required for play. So is the system they were designed for. Both equally important IMO.
 

They are important because they are one of the big things that contribute to a good first impression of an edition. If the first adventure out is a railroady, grindy piece of trash a lot of people are going to perceive the edition it represents as such.

The fact that KOTS failed so hard is one of the reasons why 4E had such a rubbish introduction and didn't catch on as well as it could.
 

I think Adventures should be produced as a way of keeping the product out there without creating a glut of new mechanics and builds.

Also for those of us who don't have the time and/or skill, adventures are great for allowing us to play the game. I'm an advid module GM. I've had an online going for 2 years now. Without modules I don't think I could have kept it up.
 

Are adventures/modules more important than system?
No.

howandwhy99 said:
Is the story more important than the language it is written in?
Absolutely. But D&D is about individuals creating their own story. Some people might benefit from having a seed to start them off, or might be unable or unwilling to produce their own material. That being said, published adventures are somewhat tangential to the core D&D experience. It's not bad to have them to meet what demand there is, and like anything, quality matters, but they're not anywhere near as important as the rules.
 

I think the rules should fit into the adventure/module. If it doesn't it's needlessly complicated. In the space of a traditional monster statblock we should be able to squeeze in the combat chapter.
 

Absolutely. But D&D is about individuals creating their own story. Some people might benefit from having a seed to start them off, or might be unable or unwilling to produce their own material. That being said, published adventures are somewhat tangential to the core D&D experience. It's not bad to have them to meet what demand there is, and like anything, quality matters, but they're not anywhere near as important as the rules.

That used to be my position too, that story was tangential to D&D and unnecessary to play, but I've learned to enjoy a more balanced approach between modules and rule sets. Both are necessary for play. Plus, I like every person at the table to have what they want valued - within previously agreed upon ethical limits.
 

That used to be my position too, that story was tangential to D&D and unnecessary to play, but I've learned to enjoy a more balanced approach between modules and rule sets. Both are necessary for play. Plus, I like every person at the table to have what they want valued - within previously agreed upon ethical limits.
I guess the point I'm making is that published adventures are not the same thing as story. Published adventures are tangential, story is most certainly not.

I find that the stories I'm doing are worlds better in the absence of any kind of adventure.
 

Adventures aren't more important than the system, but they are important for three major reasons:

1) Adventures teach DMs how to run games. For experienced DMs first picking up a new edition and for newbie DMs making their first try behind the screen, adventures provide a structure for their first games and an example for the games they will write later. The better the example, the better their games will be.

2) Adventures establish first impressions. Because so many groups start off a new game or new edition with a published adventure, their impression of the edition is heavily influenced by the design decisions of the adventure itself. It may not be a fair evaluation of the system, but it's the evaluation the system gets. Pioneers to D&DN need to have a good experience if they are to provide the world-of-mouth that is key to commercial success. (KotS was not a good salesman for the 4e experience.)

3) Adventures expand the scope of the game by showing off its range. It's very hard for a DM to run D&D in a new way. There are plenty of groups who want to run different styles of games, but they need a good adventure to help them out. Games like Desert of Desolation, the original I6 Ravenloft, Red Hand of Doom, Kingmaker, Jade Regent and Zeitgeist are all notable because they introduce a new sub-genre into D&D (or Pathfinder). Put these adventures in the hands of an average DM and that DM can run a game totally unlike the games they can generate on their own. The possibility of running these new types of games excites DM and players and keeps people engaged in the game longer than they would on their own. Even if experienced DMs don't use the adventures outright, this kind of adventure can inspire (or be adapted to) new possibilities in homebrew games.

* * * * *

Incidentally, I think this is an important note for the playtest process. The purpose of the open playtest is to gather feedback and make sure D&DN fulfills what the community wants from it (I hope!). But it's also obviously a chance to spread positive word of mouth. I think the playtest will better serve that second function if it comes with conversions of some classic "known good" modules. The nostalgia would be a plus, but the real key is making sure that folks have a good game to play.

-KS
 
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