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<blockquote data-quote="Reynard" data-source="post: 5439561" data-attributes="member: 467"><p>Forked from <a href="http://www.enworld.org/forum/general-rpg-discussion/300068-what-do-you-want-module.html" target="_blank">this thread</a>.</p><p></p><p>The thread title could just as easily have been "Dungeons" but I want to focus less on the issue of old school vrsus new school or mega dungeon versus lair, and more on story or plot, or the lack thereof.</p><p></p><p>Every adventure site has a story, of course. For example, we may have a small rocky island off the coast that was once used as prison, then infested with goblins and most recently the lair of a dragon before that beast was killed and has since been left unclaimed. There's a history to it, and with that history much potential for both peril and fortune -- a natural draw for those of an adventuring spirit -- but there is not "plot" to speak of.</p><p></p><p>In that inspirational thread, many posters suggested that "story" was key to a "good module". I disagree. I think story -- that is, a narrative about the exploits of our protagonists (the PCs) -- emerges naturally out of interesting situations and locales. A "good module" and therefore a "good game" only needs a place where adventures can be had -- players and PCs will do the rest.</p><p></p><p>So, what makes a good Exploratory Site Based Adenture? What are your favorite examples? Or do you disagree? If so, why?</p></blockquote><p></p>
[QUOTE="Reynard, post: 5439561, member: 467"] Forked from [URL="http://www.enworld.org/forum/general-rpg-discussion/300068-what-do-you-want-module.html"]this thread[/URL]. The thread title could just as easily have been "Dungeons" but I want to focus less on the issue of old school vrsus new school or mega dungeon versus lair, and more on story or plot, or the lack thereof. Every adventure site has a story, of course. For example, we may have a small rocky island off the coast that was once used as prison, then infested with goblins and most recently the lair of a dragon before that beast was killed and has since been left unclaimed. There's a history to it, and with that history much potential for both peril and fortune -- a natural draw for those of an adventuring spirit -- but there is not "plot" to speak of. In that inspirational thread, many posters suggested that "story" was key to a "good module". I disagree. I think story -- that is, a narrative about the exploits of our protagonists (the PCs) -- emerges naturally out of interesting situations and locales. A "good module" and therefore a "good game" only needs a place where adventures can be had -- players and PCs will do the rest. So, what makes a good Exploratory Site Based Adenture? What are your favorite examples? Or do you disagree? If so, why? [/QUOTE]
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