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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="Caster" data-source="post: 5828537" data-attributes="member: 6689898"><p>Yes, I believe they are and here's why:</p><p></p><p>Simply put, it is backwards to do it the other way around and restricts DM's to tailor making stories around pre-existing "hard coded" rules.</p><p></p><p>Ideally, WOTC would collectively create a previz of what their ideal adventure module should look like at a given level (or tier) focusing on the "D&D Experience" they are hoping to achieve. Once THAT is locked down they should then go off and build the engine and rules that make that play experience possible. Playtest it with rules in place. Tweak as needed.</p><p></p><p>Rinse, lather, and repeat building the ruleset as you go.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Caster, post: 5828537, member: 6689898"] Yes, I believe they are and here's why: Simply put, it is backwards to do it the other way around and restricts DM's to tailor making stories around pre-existing "hard coded" rules. Ideally, WOTC would collectively create a previz of what their ideal adventure module should look like at a given level (or tier) focusing on the "D&D Experience" they are hoping to achieve. Once THAT is locked down they should then go off and build the engine and rules that make that play experience possible. Playtest it with rules in place. Tweak as needed. Rinse, lather, and repeat building the ruleset as you go. Thoughts? [/QUOTE]
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Are adventures/modules more important than system?
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