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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="Ratskinner" data-source="post: 5829470" data-attributes="member: 6688937"><p><strong>important how?</strong></p><p></p><p>I'm having trouble imagining a situation where it matter more than the core system. I figure for players, GMs, and for WOTC sales, having a solid core and great rules-modules is very important to get people on board. Great adventure-modules are wonderful, but many DMs don't use them, so their relative importance among players and the like is diminished numerically, if not qualitatively for their users. (Personally, I rarely use modules "as is", but I am happy to scarf maps, villains, plots, etc.) So I can't think that the adventures will be more important than the system as a whole, although they may be more important than a few of the more rare rules-modules.</p><p></p><p>On the other hand, I can think of one big exception. If they produce an introductory "red box" (with the core/basic rules up to a few levels, a basic DMs guide, a tiny monster set, and an adventure a la B2) then that adventure had better be awesomeness incarnate. Many new/young players will see that as part and parcel of the game, and if that one is lousy, then they'll be less likely to continue on in the hobby. Additionally, a lot of lapsed old-timers might pick up that box to "test drive" 5e without the expense of the whole set. (Pure speculation on my part.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5829470, member: 6688937"] [b]important how?[/b] I'm having trouble imagining a situation where it matter more than the core system. I figure for players, GMs, and for WOTC sales, having a solid core and great rules-modules is very important to get people on board. Great adventure-modules are wonderful, but many DMs don't use them, so their relative importance among players and the like is diminished numerically, if not qualitatively for their users. (Personally, I rarely use modules "as is", but I am happy to scarf maps, villains, plots, etc.) So I can't think that the adventures will be more important than the system as a whole, although they may be more important than a few of the more rare rules-modules. On the other hand, I can think of one big exception. If they produce an introductory "red box" (with the core/basic rules up to a few levels, a basic DMs guide, a tiny monster set, and an adventure a la B2) then that adventure had better be awesomeness incarnate. Many new/young players will see that as part and parcel of the game, and if that one is lousy, then they'll be less likely to continue on in the hobby. Additionally, a lot of lapsed old-timers might pick up that box to "test drive" 5e without the expense of the whole set. (Pure speculation on my part.) [/QUOTE]
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Are adventures/modules more important than system?
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