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CURSE OF STRAHD Is Out Today (In Some Stores)
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<blockquote data-quote="GX.Sigma" data-source="post: 7695836" data-attributes="member: 6690511"><p>OK, you asked for it.</p><p></p><p>I believe the traditional adventure format is outdated, inefficient, and not terribly helpful for DMs who actually want to run the adventure. By "format" I mostly mean <em>information design</em>. An adventure module is an intricate tool for a difficult job (help the DM run this adventure for a group of players), and the way the information is physically arranged on the pages can greatly help or hinder this task.</p><p></p><p>For example, take a typical small dungeon, with a map and a key with some room descriptions. In a WotC adventure, each room description will have a big block of read-aloud text and a big block of descriptive text, and will probably take up a few inches of page space. So the key always takes up multiple pages, even if there's not much going on in the dungeon. Those pages are arranged carelessly, with room descriptions being broken up across page turns and column breaks, major sections starting halfway down the page, etc. (As opposed to the Monster Manual, where each monster fills one or more entire pages, and stat blocks are always confined to a single page.)</p><p></p><p>This causes 2 major problems for the DM:</p><p></p><ol> <li data-xf-list-type="ol">Firstly, when you're preparing to run the adventure, you have a lot of text that you have to read through just to understand the basics of what's going on. (Or, more likely, skim through, and maybe miss something important.) Every WotC adventure says "read this entire 250-page book before you run the adventure." With better information design, that wouldn't be necessary.</li> <li data-xf-list-type="ol">Secondly, the in-game result is that the DM has a lot more information to process, and has to constantly physically flip through the pages. This makes it a lot more difficult than it needs to be, and has a negative effect on the players' experience. The DM is already dealing with a lot of things during the game. I want the book to be working <em>for</em> me, not <em>against</em> me.</li> </ol><p></p><p>In my opinion, there's no reason they can't fit all the important information onto one page. Maybe delete some of the redundant text (you seriously don't need to explain how many doors there are, the map is literally <em>right there</em>). Maybe just have a little "short version" on the same page as the map, so the DM can quickly grok what's important, and doesn't need to check the full description every time. Suffice it to say, there's a lot of room to improve. It's really frustrating to me that they keep updating the rules every 5-10 years, but the presentation of the adventures is still stuck in 1979.</p><p></p><p>Curse of Strahd is especially bad in this regard. Seemingly every page is full of paragraphs describing empty rooms where there is nothing interesting or important and nothing happens. A huge amount of space is given over to describing in words what the map clearly shows (I bet if I counted, it would be more than 50 pages altogether; and that's a <em>very</em> conservative estimate). And, most egregiously, every single statue or sword that is mentioned in the boxed text comes with an additional sentence explaining that it's nonmagical, harmless, or otherwise uninteresting (as though the DM might otherwise assume that every statue comes to life and attacks). Such a waste. Of ink, paper, and my time. Some poor tree died for this!</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7695836, member: 6690511"] OK, you asked for it. I believe the traditional adventure format is outdated, inefficient, and not terribly helpful for DMs who actually want to run the adventure. By "format" I mostly mean [I]information design[/I]. An adventure module is an intricate tool for a difficult job (help the DM run this adventure for a group of players), and the way the information is physically arranged on the pages can greatly help or hinder this task. For example, take a typical small dungeon, with a map and a key with some room descriptions. In a WotC adventure, each room description will have a big block of read-aloud text and a big block of descriptive text, and will probably take up a few inches of page space. So the key always takes up multiple pages, even if there's not much going on in the dungeon. Those pages are arranged carelessly, with room descriptions being broken up across page turns and column breaks, major sections starting halfway down the page, etc. (As opposed to the Monster Manual, where each monster fills one or more entire pages, and stat blocks are always confined to a single page.) This causes 2 major problems for the DM: [LIST=1] [*]Firstly, when you're preparing to run the adventure, you have a lot of text that you have to read through just to understand the basics of what's going on. (Or, more likely, skim through, and maybe miss something important.) Every WotC adventure says "read this entire 250-page book before you run the adventure." With better information design, that wouldn't be necessary. [*]Secondly, the in-game result is that the DM has a lot more information to process, and has to constantly physically flip through the pages. This makes it a lot more difficult than it needs to be, and has a negative effect on the players' experience. The DM is already dealing with a lot of things during the game. I want the book to be working [I]for[/I] me, not [I]against[/I] me. [/LIST] In my opinion, there's no reason they can't fit all the important information onto one page. Maybe delete some of the redundant text (you seriously don't need to explain how many doors there are, the map is literally [I]right there[/I]). Maybe just have a little "short version" on the same page as the map, so the DM can quickly grok what's important, and doesn't need to check the full description every time. Suffice it to say, there's a lot of room to improve. It's really frustrating to me that they keep updating the rules every 5-10 years, but the presentation of the adventures is still stuck in 1979. Curse of Strahd is especially bad in this regard. Seemingly every page is full of paragraphs describing empty rooms where there is nothing interesting or important and nothing happens. A huge amount of space is given over to describing in words what the map clearly shows (I bet if I counted, it would be more than 50 pages altogether; and that's a [I]very[/I] conservative estimate). And, most egregiously, every single statue or sword that is mentioned in the boxed text comes with an additional sentence explaining that it's nonmagical, harmless, or otherwise uninteresting (as though the DM might otherwise assume that every statue comes to life and attacks). Such a waste. Of ink, paper, and my time. Some poor tree died for this! [/QUOTE]
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