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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="jshaft37" data-source="post: 5828572" data-attributes="member: 6671287"><p>In 2012, it seems like more and more players (especially players who play the game 2 times a month and don't think about it much otherwise) expect to be led by DMs or modules. </p><p></p><p>Anecdotal example, after we recently finished an adventure the PCs exited the crypt and I told them that they are very near a goblin stronghold which had been harassing local caravans or they could head back to town with the information from the crypt. The players just sat silently, looking to me to make a decision for them. I've even literally asked them what their players want to do, and typically get answers like "whatever pays us" or "what needs to be done". The are a great group once they get into some exploration, but getting them to create their own story is nearly impossible. They expect me to create the story for them.</p><p></p><p>On the other hand, I run another group that practically designs all the adventures themselves. They are very vocal about their interests and theories, so its easy to incorporate their input into quests, encounters and exploration.</p></blockquote><p></p>
[QUOTE="jshaft37, post: 5828572, member: 6671287"] In 2012, it seems like more and more players (especially players who play the game 2 times a month and don't think about it much otherwise) expect to be led by DMs or modules. Anecdotal example, after we recently finished an adventure the PCs exited the crypt and I told them that they are very near a goblin stronghold which had been harassing local caravans or they could head back to town with the information from the crypt. The players just sat silently, looking to me to make a decision for them. I've even literally asked them what their players want to do, and typically get answers like "whatever pays us" or "what needs to be done". The are a great group once they get into some exploration, but getting them to create their own story is nearly impossible. They expect me to create the story for them. On the other hand, I run another group that practically designs all the adventures themselves. They are very vocal about their interests and theories, so its easy to incorporate their input into quests, encounters and exploration. [/QUOTE]
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Are adventures/modules more important than system?
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