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Are DMs getting lazy?
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<blockquote data-quote="Manchu" data-source="post: 6552102" data-attributes="member: 6791825"><p>I don't know if modules really save time. IME, a module is just a springboard for a session seeing as how no DM's plan survives contact with the PCs. Not to say that dishing out a module's content strictly by the numbers is badwrongfun but it's hardly an exercise in what remains the unique province of table top roleplaying, i.e., actual player freedom. For me, a module is mostly a setting. It provides me with locations and a sense of what kind of threats and resources characterize them; i.e., campaign- (as opposed to session- or even encounter-) level information. Everything else would surely take as much or little prep time as one needs without a module.</p><p></p><p>Having said that, I do recognize there is more than a little utility in preping for a published encounter ... if the published encounter is actually characterful. Thinking up a good set-piece fight is not super easy, which is why script writers and even game designers get paid to do it. The problem is, just like there is a lot of schlock in movies I can't say many published encounters are super memorable. Published encounters had far more utility in 4E (for example), where "balance" was a much more precise thing.</p></blockquote><p></p>
[QUOTE="Manchu, post: 6552102, member: 6791825"] I don't know if modules really save time. IME, a module is just a springboard for a session seeing as how no DM's plan survives contact with the PCs. Not to say that dishing out a module's content strictly by the numbers is badwrongfun but it's hardly an exercise in what remains the unique province of table top roleplaying, i.e., actual player freedom. For me, a module is mostly a setting. It provides me with locations and a sense of what kind of threats and resources characterize them; i.e., campaign- (as opposed to session- or even encounter-) level information. Everything else would surely take as much or little prep time as one needs without a module. Having said that, I do recognize there is more than a little utility in preping for a published encounter ... if the published encounter is actually characterful. Thinking up a good set-piece fight is not super easy, which is why script writers and even game designers get paid to do it. The problem is, just like there is a lot of schlock in movies I can't say many published encounters are super memorable. Published encounters had far more utility in 4E (for example), where "balance" was a much more precise thing. [/QUOTE]
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