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General Tabletop Discussion
*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5830185"><p>Adventures matter a lot. Maybe not as much as the core system (which you need to play the game in the first place) but they are critical on a number of levels. First they force the company that makes the core system to test their vision of the game in a very public way. I think it is crucial that designers put forward their notion of how the game can play (this is something I work hard on with my own modules). Remember people don't always buy modules to run them, sometimes they buy them to get an idea of how the game is meant to be played. And the effect of this is modules not only shape how thegame is played, they open up the designer's assumptions to criticism. </p><p></p><p>Modules are important because they breath live into a game line. Back in the height of AD&D, when there were mounds of 1E and 2E modulea at the game store, there was something inspiring about those rows of staple bound booklets. It drew you the game somehow by demonstrating ita breadth. </p><p></p><p>Modules are a priceless source of material. Most folks I know rarely run full modules (though they do read them and use them for adventure ideas and blueprints). Usually they cannabalize elements of them. One might say just bang out books of npcs, maps, encounters, etc. But the fact that module material exists in a solid context matters in terms of quality. It also means yu can extract connected elements and use them together. </p><p></p><p>Modules grow the game without breaking it. Modules allow for the game to grow and prosper without the breakage youu get when you release nothing but books of feats, spells, magic items and prestige classes. They are not must have, they are want to have.</p><p></p><p>Modules cater to the GM. GMs are arguably the most important customer to connect with after the core book release. Happy GMs maintain happy campaigns, which keeps the game going. The hub of most gaming groups is the GM. Without someone running the game, gaming groups easily disintegrate. The big hurdle for any rpg company is sustaining numerous active gaming groups that play your game. To have sales, you need this.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5830185"] Adventures matter a lot. Maybe not as much as the core system (which you need to play the game in the first place) but they are critical on a number of levels. First they force the company that makes the core system to test their vision of the game in a very public way. I think it is crucial that designers put forward their notion of how the game can play (this is something I work hard on with my own modules). Remember people don't always buy modules to run them, sometimes they buy them to get an idea of how the game is meant to be played. And the effect of this is modules not only shape how thegame is played, they open up the designer's assumptions to criticism. Modules are important because they breath live into a game line. Back in the height of AD&D, when there were mounds of 1E and 2E modulea at the game store, there was something inspiring about those rows of staple bound booklets. It drew you the game somehow by demonstrating ita breadth. Modules are a priceless source of material. Most folks I know rarely run full modules (though they do read them and use them for adventure ideas and blueprints). Usually they cannabalize elements of them. One might say just bang out books of npcs, maps, encounters, etc. But the fact that module material exists in a solid context matters in terms of quality. It also means yu can extract connected elements and use them together. Modules grow the game without breaking it. Modules allow for the game to grow and prosper without the breakage youu get when you release nothing but books of feats, spells, magic items and prestige classes. They are not must have, they are want to have. Modules cater to the GM. GMs are arguably the most important customer to connect with after the core book release. Happy GMs maintain happy campaigns, which keeps the game going. The hub of most gaming groups is the GM. Without someone running the game, gaming groups easily disintegrate. The big hurdle for any rpg company is sustaining numerous active gaming groups that play your game. To have sales, you need this. [/QUOTE]
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Are adventures/modules more important than system?
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