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General Tabletop Discussion
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Are adventures/modules more important than system?
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<blockquote data-quote="KidSnide" data-source="post: 5828529" data-attributes="member: 54710"><p>Adventures aren't more important than the system, but they are important for three major reasons:</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>* * * * *</p><p></p><p>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.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5828529, member: 54710"] 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 [/QUOTE]
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