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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="pemerton" data-source="post: 5830106" data-attributes="member: 42582"><p>I'd be curious to know if this is the case or not.</p><p></p><p>When I GMed my first session of 3E in 2000, I pulled out an old White Dwarf adventure involving a lighthouse half-buried in sand, then transitioned into Castle Amber. I started my 4e campaign using Night's Dark Terror, an old B/X module which features a good gridded map of the homestead for the opening fight with goblins (and hence seemed suitable for 4e!).</p><p></p><p>I'd be surprised if I'm the only person who approaches the new system in this sort of way - use the story elements you're already familiar with and know can make work, and then see how the new mechanics play out in them.</p><p></p><p>I want to agree. And go a bit further. I picked up a copy of SC when it was on sale at my local game shop. I had a quick look through it, but have never opened it again - it seemed to me to offer nothing at all.</p><p></p><p>Whereas I have used a good chunk of Bastion of Broken Souls - there were some good ideas in that module, like the exiled god, the theft of souls, the angel-as-gate, and the night hag in the temple. I didn't use many of the ideas as the module author suggested (as written, it is a combat-heavy railroad) but the ideas themselves were worth $20. At the moment I'm using bits of Speaker in Dreams in my 4e game, and again some of the ideas in that, plus the maps and the basic setting background, have been worth the price of purchase.</p><p></p><p>The other module I have from that series is Heart of Nightfang Spire, which again I have only skimmed. It looks potentially interesting but hugely grindy as presented. And whereas Basion of Broken Souls was easy to tweak - keep the situations much the same, but change the resolution to remove the combat/railroad - I'm not quite sure how I would go about tweaking a map/setting heavy adventure like Heart of Nightfang spire without rewriting from scratch.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5830106, member: 42582"] I'd be curious to know if this is the case or not. When I GMed my first session of 3E in 2000, I pulled out an old White Dwarf adventure involving a lighthouse half-buried in sand, then transitioned into Castle Amber. I started my 4e campaign using Night's Dark Terror, an old B/X module which features a good gridded map of the homestead for the opening fight with goblins (and hence seemed suitable for 4e!). I'd be surprised if I'm the only person who approaches the new system in this sort of way - use the story elements you're already familiar with and know can make work, and then see how the new mechanics play out in them. I want to agree. And go a bit further. I picked up a copy of SC when it was on sale at my local game shop. I had a quick look through it, but have never opened it again - it seemed to me to offer nothing at all. Whereas I have used a good chunk of Bastion of Broken Souls - there were some good ideas in that module, like the exiled god, the theft of souls, the angel-as-gate, and the night hag in the temple. I didn't use many of the ideas as the module author suggested (as written, it is a combat-heavy railroad) but the ideas themselves were worth $20. At the moment I'm using bits of Speaker in Dreams in my 4e game, and again some of the ideas in that, plus the maps and the basic setting background, have been worth the price of purchase. The other module I have from that series is Heart of Nightfang Spire, which again I have only skimmed. It looks potentially interesting but hugely grindy as presented. And whereas Basion of Broken Souls was easy to tweak - keep the situations much the same, but change the resolution to remove the combat/railroad - I'm not quite sure how I would go about tweaking a map/setting heavy adventure like Heart of Nightfang spire without rewriting from scratch. [/QUOTE]
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Are adventures/modules more important than system?
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