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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Rechan" data-source="post: 5185615" data-attributes="member: 54846"><p>Your first sentence is part of my point. Rather, the module doesn't <em>make</em> the PCs care. Or give them an incentive to care (aside from the fact Sandpoint is threatened, but that's beside the point). Some groups might. Some groups might <em>try</em> to find out more about Nualia. But the same is true for KotS; the PCs might care why this is happening. The same group, ran through both adventures, responding the same way to the villain and there would be little difference[/b].</p><p></p><p>The awesomeness of the Paizo adventure comes in the little details. Sandpoint, the Goblins behavior, etc. But <em>those</em> things are things the PCs see and interact with and love. At the end of the day, the backstory and rich detail put into something that the PCs don't engage with is just the DM talking to himself. That's great if that's what a DM wants, but a great module is what the PCs come into contact with. It's the stuff they <em>do</em> come into contact with, their reactions, that create great experiences. And to me, the detail put into Nualia (while a compelling story!) is a waste because the module as written doesn't offer a lot of opportunity for the PCs to appreciate it. And so Nualia is no better than Kalarel because they are not set up to be appreciated. </p><p></p><p>To put it another way, if I wrote the DM a great epic of pie and orc, what is it worth if all the PCs see, all the players know, is an orc in a room with a pie, the end?</p></blockquote><p></p>
[QUOTE="Rechan, post: 5185615, member: 54846"] Your first sentence is part of my point. Rather, the module doesn't [I]make[/I] the PCs care. Or give them an incentive to care (aside from the fact Sandpoint is threatened, but that's beside the point). Some groups might. Some groups might [I]try[/I] to find out more about Nualia. But the same is true for KotS; the PCs might care why this is happening. The same group, ran through both adventures, responding the same way to the villain and there would be little difference[/b]. The awesomeness of the Paizo adventure comes in the little details. Sandpoint, the Goblins behavior, etc. But [I]those[/I] things are things the PCs see and interact with and love. At the end of the day, the backstory and rich detail put into something that the PCs don't engage with is just the DM talking to himself. That's great if that's what a DM wants, but a great module is what the PCs come into contact with. It's the stuff they [I]do[/I] come into contact with, their reactions, that create great experiences. And to me, the detail put into Nualia (while a compelling story!) is a waste because the module as written doesn't offer a lot of opportunity for the PCs to appreciate it. And so Nualia is no better than Kalarel because they are not set up to be appreciated. To put it another way, if I wrote the DM a great epic of pie and orc, what is it worth if all the PCs see, all the players know, is an orc in a room with a pie, the end? [/QUOTE]
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