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DM-only backstory in modules
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<blockquote data-quote="Numion" data-source="post: 2647532" data-attributes="member: 124"><p>This is exactly the reason why I think Castle Maure isn't that good of an adventure. It reads like a good one, and makes one want to run it, but the cool backstory isn't made easily available to players. I noticed this only during running the adventure. But that's the stuff for the thread I made about it.</p><p></p><p>The truth is, many other Dungeon magazine adventures are like that. Adventures just don't always make sense from the players PoV - you can always fault the DM for that, but it isn't that constructive, as you can also write adventures where the background is ingrained into the plot, and is (eventually) made known to the PCs. </p><p></p><p>I've run a lot of Dungeon adventures, and sometimes I've used some cheap tricks because my players have been totally lost as to why they had to romp through another dungeon, like having the BBEG monologue during a cinematic break, before the final fight. That's not an elegant solution, IMO.</p><p></p><p>A workable solution is usually the so-called handouts of diaries or old tomes. Players seem to like those very much, ever since my group first saw them in WFRPs Enemy Within Campaign (which had good and bad (but mostly good) examples of campaign background information relaying to PCs).</p></blockquote><p></p>
[QUOTE="Numion, post: 2647532, member: 124"] This is exactly the reason why I think Castle Maure isn't that good of an adventure. It reads like a good one, and makes one want to run it, but the cool backstory isn't made easily available to players. I noticed this only during running the adventure. But that's the stuff for the thread I made about it. The truth is, many other Dungeon magazine adventures are like that. Adventures just don't always make sense from the players PoV - you can always fault the DM for that, but it isn't that constructive, as you can also write adventures where the background is ingrained into the plot, and is (eventually) made known to the PCs. I've run a lot of Dungeon adventures, and sometimes I've used some cheap tricks because my players have been totally lost as to why they had to romp through another dungeon, like having the BBEG monologue during a cinematic break, before the final fight. That's not an elegant solution, IMO. A workable solution is usually the so-called handouts of diaries or old tomes. Players seem to like those very much, ever since my group first saw them in WFRPs Enemy Within Campaign (which had good and bad (but mostly good) examples of campaign background information relaying to PCs). [/QUOTE]
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