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General Tabletop Discussion
*TTRPGs General
DMs Concerns vs Actual Players' Perceptions/Experiences
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<blockquote data-quote="TheSword" data-source="post: 9355076" data-attributes="member: 6879661"><p>I think there are many things that make a good product.</p><p></p><ul> <li data-xf-list-type="ul">Artwork</li> <li data-xf-list-type="ul">Map design</li> <li data-xf-list-type="ul">Map Aesthetics</li> <li data-xf-list-type="ul">Interesting evocative NPcs</li> <li data-xf-list-type="ul">Interesting evocative locations</li> <li data-xf-list-type="ul">Interesting evocative foes</li> <li data-xf-list-type="ul">Interesting evocative hazards</li> <li data-xf-list-type="ul">Interesting evocative events</li> <li data-xf-list-type="ul">Interesting evocative rewards</li> <li data-xf-list-type="ul">interesting evocative political tensions/dynamics</li> <li data-xf-list-type="ul">Interesting tactical combats</li> </ul><p></p><p>And many more more. All these things benefit players and can make or break a product. These are also the most important elements of a published campaign adventure for me as a DM. The order in which these are written, or the format matters a little bit but not as much as people make it out and not as much as the actual content inside. That’s what I’m paying for, that’s the bit I can’t do/don’t have time to do myself.</p><p></p><p>The main reason being, I don’t think players notice or even care about most of the flaws in so called terribly written modules. Hydra in a cave and couldn’t fit in the entrance … players don’t even notice… because there is a freaking hydra in front of them. Players are ingenious at coming up with their own interpretations.</p><p></p><p>They also don’t notice or care if a DM makes a mistake or gets something wrong. Or if a rare continuity error is made, they don’t sweat it about it and it’s easily handwaved or written off.</p><p></p><p>That’s why DMs should always take a turn on the other side of screen for every system they use to get some perspective back as a player. Even when they personally dislike hydras not having a clear food source - they need to look around the table and see if anyone else cares.</p><p></p><p>The dozen or so elements above contribute to poor design or not. Yet it seems popular to find little nit-picks and editorial choices and claim that makes poor design. I guess it’s easier to do that than comment on the substance.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9355076, member: 6879661"] I think there are many things that make a good product. [LIST] [*]Artwork [*]Map design [*]Map Aesthetics [*]Interesting evocative NPcs [*]Interesting evocative locations [*]Interesting evocative foes [*]Interesting evocative hazards [*]Interesting evocative events [*]Interesting evocative rewards [*]interesting evocative political tensions/dynamics [*]Interesting tactical combats [/LIST] And many more more. All these things benefit players and can make or break a product. These are also the most important elements of a published campaign adventure for me as a DM. The order in which these are written, or the format matters a little bit but not as much as people make it out and not as much as the actual content inside. That’s what I’m paying for, that’s the bit I can’t do/don’t have time to do myself. The main reason being, I don’t think players notice or even care about most of the flaws in so called terribly written modules. Hydra in a cave and couldn’t fit in the entrance … players don’t even notice… because there is a freaking hydra in front of them. Players are ingenious at coming up with their own interpretations. They also don’t notice or care if a DM makes a mistake or gets something wrong. Or if a rare continuity error is made, they don’t sweat it about it and it’s easily handwaved or written off. That’s why DMs should always take a turn on the other side of screen for every system they use to get some perspective back as a player. Even when they personally dislike hydras not having a clear food source - they need to look around the table and see if anyone else cares. The dozen or so elements above contribute to poor design or not. Yet it seems popular to find little nit-picks and editorial choices and claim that makes poor design. I guess it’s easier to do that than comment on the substance. [/QUOTE]
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