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Bruce Nesmith Interview: 1 month, 1 32 page module
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<blockquote data-quote="pming" data-source="post: 7673228" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> </p><p></p><p>The "bad" parts was in quotes because it was the closest "implied statement" I could gather. The thing with G1, seeing as that is what we've decided to use as a base for a 1e module, there isn't a script. There is a scaffolding of a setting with bad guys in it and an overall, underlaying story base. With it, if the players do something comletely unintended (re: "joining forces with the giants"), my entire point is the DM <em>doesn't</em> have to actually change any NPC, encounter, or do a re-write of the "adventure". He can use it as-is and just add-in what he needs.</p><p></p><p></p><p></p><p>Adding material gives you 100% + XX%, depending on how much you add. Having to ignore stuff means you now have 100% - XX%, depending on how much you have to ignore.</p><p></p><p>As for tastes, I know that I am in the minority. However, I suspect that isn't so much because my preferences are "inferior" or "less desireable". I think it's a matter of a large number of Paizo's PF folks come from a "learned on 3.x" background...where the standard adventure was already "here's a story, play it out", and not "here's a setting, do what you want with it". I believe someone I had a similar conversation with about this whole adventure module preference thing said it best. He/she said something like: <em>"1e adventure modules were more like mini-settings that a DM used as a base to build and play with"</em>.</p><p></p><p>I'd also like to point out that Paizo's adventure paths are *not* the same as adventure modules, IMHO. The AP's are popular for many reasons, they are also unpopular for the same reasons...depending on who you are. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As for what works for 5e folks...I guess only time will tell. Doesn't matter to me much through. I have all my 1e and Basic modules, and, thankfully, 5e is extremely easy to convert on the fly. I also have hopes that some of the older OSR folks take on creation of 5e adventures. I'd love to see what Frog God, Goodman Games, and others come up with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7673228, member: 45197"] Hiya! The "bad" parts was in quotes because it was the closest "implied statement" I could gather. The thing with G1, seeing as that is what we've decided to use as a base for a 1e module, there isn't a script. There is a scaffolding of a setting with bad guys in it and an overall, underlaying story base. With it, if the players do something comletely unintended (re: "joining forces with the giants"), my entire point is the DM [I]doesn't[/I] have to actually change any NPC, encounter, or do a re-write of the "adventure". He can use it as-is and just add-in what he needs. Adding material gives you 100% + XX%, depending on how much you add. Having to ignore stuff means you now have 100% - XX%, depending on how much you have to ignore. As for tastes, I know that I am in the minority. However, I suspect that isn't so much because my preferences are "inferior" or "less desireable". I think it's a matter of a large number of Paizo's PF folks come from a "learned on 3.x" background...where the standard adventure was already "here's a story, play it out", and not "here's a setting, do what you want with it". I believe someone I had a similar conversation with about this whole adventure module preference thing said it best. He/she said something like: [I]"1e adventure modules were more like mini-settings that a DM used as a base to build and play with"[/I]. I'd also like to point out that Paizo's adventure paths are *not* the same as adventure modules, IMHO. The AP's are popular for many reasons, they are also unpopular for the same reasons...depending on who you are. ;) As for what works for 5e folks...I guess only time will tell. Doesn't matter to me much through. I have all my 1e and Basic modules, and, thankfully, 5e is extremely easy to convert on the fly. I also have hopes that some of the older OSR folks take on creation of 5e adventures. I'd love to see what Frog God, Goodman Games, and others come up with. :) ^_^ Paul L. Ming [/QUOTE]
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