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Better modules please.
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<blockquote data-quote="ExploderWizard" data-source="post: 5798353" data-attributes="member: 66434"><p>Good adventures would go a long way toward making the new edition successful. The encounter format needs to be dropped. Events in campaign games feel more natural when they are not divided up into preset scenes. </p><p> </p><p>This doesn't mean that every module has to be just a map and a key. There are ways to have plotted elements included in an adventure without leading players by the nose from scene to scene. </p><p> </p><p>A classic 1E module L2, featured an assassination plot and was primarily and investigation scenario. Events happened and the clock was ticking with regard to the bad guys' movements and activities. There were no pre set scenes and it wasn't assumed that the PCs would do any particular thing at a given time. The adventure wasn't just a static collection of foes and treasures yet the PCs didn't feel forced down particular paths. </p><p> </p><p>It is possible then, to produce adventures featuring plots without being a massive railroad. I don't know why this has become such a lost art. </p><p> </p><p>Of course there is also nothing wrong with B2 styled adventures which are simple site based scenarios. This gives the DM a lot of freedom in coming up with the thematic elements for it that best suit his/her campaign. The caves of chaos are so iconic in part because of what <em>isn't </em>there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5798353, member: 66434"] Good adventures would go a long way toward making the new edition successful. The encounter format needs to be dropped. Events in campaign games feel more natural when they are not divided up into preset scenes. This doesn't mean that every module has to be just a map and a key. There are ways to have plotted elements included in an adventure without leading players by the nose from scene to scene. A classic 1E module L2, featured an assassination plot and was primarily and investigation scenario. Events happened and the clock was ticking with regard to the bad guys' movements and activities. There were no pre set scenes and it wasn't assumed that the PCs would do any particular thing at a given time. The adventure wasn't just a static collection of foes and treasures yet the PCs didn't feel forced down particular paths. It is possible then, to produce adventures featuring plots without being a massive railroad. I don't know why this has become such a lost art. Of course there is also nothing wrong with B2 styled adventures which are simple site based scenarios. This gives the DM a lot of freedom in coming up with the thematic elements for it that best suit his/her campaign. The caves of chaos are so iconic in part because of what [I]isn't [/I]there. ;) [/QUOTE]
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Community
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*Pathfinder & Starfinder
Better modules please.
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