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General Tabletop Discussion
*TTRPGs General
Designing RPG Adventures With the Players And Not the GM In Mind, Part One
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<blockquote data-quote="Lanefan" data-source="post: 7730656" data-attributes="member: 29398"><p>I long ago found it true that some modules play better than they read (a lot of Judges' Guild stuff is like this) while others read better than they play. I don't think this is due to any specific intention of "writing for the player rather than the DM" because, really, how can one write for an audience-once-removed?</p><p></p><p>Some of the old modules that started out as tournament adventures can be like this, unless the DM does some tweaking: lots of good DM advice but they don't play out well - too linear. Ghost Tower of Inverness is an example of such. Quite a few 4e-era modules have the same problem - too linear, not enough choice points; thus easy to DM but rather dull to play as you march through the gauntlet from one encounter area to the next.</p><p></p><p>L1 Secret of Bone Hill is good for this - great design, easy enough to DM, players love it.</p><p></p><p>And there's a third type of module you don't ask about, but they exist: those that are horrible from the DM side (disorganized, not enough info or clarity, major errors or typos, etc.) but the players seem to love 'em. I've always found B10 Night's Dark Terror to be one such: players like it but the DM has to really work hard to figure out what the story line is supposed to be; and what's relevant to it and what is superfluous, as it's not made clear at all what is supposed to connect with what and in what order. I've DMed that thing twice and read it through several more times and I still get "aha!" moments every time I look it over and realize another connection or plot detail I'd missed up until then.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7730656, member: 29398"] I long ago found it true that some modules play better than they read (a lot of Judges' Guild stuff is like this) while others read better than they play. I don't think this is due to any specific intention of "writing for the player rather than the DM" because, really, how can one write for an audience-once-removed? Some of the old modules that started out as tournament adventures can be like this, unless the DM does some tweaking: lots of good DM advice but they don't play out well - too linear. Ghost Tower of Inverness is an example of such. Quite a few 4e-era modules have the same problem - too linear, not enough choice points; thus easy to DM but rather dull to play as you march through the gauntlet from one encounter area to the next. L1 Secret of Bone Hill is good for this - great design, easy enough to DM, players love it. And there's a third type of module you don't ask about, but they exist: those that are horrible from the DM side (disorganized, not enough info or clarity, major errors or typos, etc.) but the players seem to love 'em. I've always found B10 Night's Dark Terror to be one such: players like it but the DM has to really work hard to figure out what the story line is supposed to be; and what's relevant to it and what is superfluous, as it's not made clear at all what is supposed to connect with what and in what order. I've DMed that thing twice and read it through several more times and I still get "aha!" moments every time I look it over and realize another connection or plot detail I'd missed up until then. Lanefan [/QUOTE]
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