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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Beginning of the End" data-source="post: 5186742" data-attributes="member: 55271"><p>I would say:</p><p></p><p>(1) PCs running through <em>Burnt Offerings</em> will learn a lot about the villain without particularly trying to learn those things. The same is not true of PCs running through <em>Keep on the Shadowfell</em>. This doesn't mean, of course, that the module is going to "make them care"; but nothing and nobody can "make them care" about anything. All you can do is give them the opportunity to do so: <em>Burnt Offerings</em> does; <em>Keep on the Shadowfell</em> doesn't.</p><p></p><p>(2) In addition to the personal details of the villains, there's also the importance of what you talk about: The palpable impact of the villain's actions on the world and the people around the PCs. In <em>Burnt Offerings</em>, the villain's plan has a major impact on the world and the people around the PCs. If the PCs care about <em>anything</em> in their environment, the villain's plan is going to have an impact on things they care about.</p><p></p><p>OTOH, the villain in <em>Keep on the Shadowfell</em> has virtually no impact on the world around him. The local village doesn't even realize there's a problem unless the PCs bring it to their attention.</p><p></p><p>Personally, I don't think <em>Burnt Offerings</em> is an instant classic or a perfect module (nor does anyone seem to be saying that except for Rechan). It's not a masterpiece, IMO. Although compared to <em>Keep on the Shadowfell</em> it certainly looks like one.</p><p></p><p></p><p></p><p>Theoretically that's true.</p><p></p><p>But the point is that 4th Edition's monsters were explicitly designed to support 5 rounds of combat and nothing more. (We know that because the designers told us it was true.) Those same designers who said "monsters are good for 5 rounds of combat and nothing more" are the same designers working on WotC's modules.</p><p></p><p>Shockingly, the opponents in these modules are good for 5 rounds of combat and nothing more.</p><p></p><p>This isn't really a matter of connecting the dots. It's a matter of looking at the huge, blazing neon signs.</p><p></p><p>To reiterate: The problem here is not that Premise A gave us Stat Block B and then Stat Block B gave us Problem C. It's that Premise A results <em>directly</em> in Problem C. The fact that Premise A also results in a flawed stat block which contributes to Problem C is practically irrelevant: The faulty premise, and every conclusion resulting from it, needs to be re-analyzed before ANY of the problems can be solved.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5186742, member: 55271"] I would say: (1) PCs running through [i]Burnt Offerings[/i] will learn a lot about the villain without particularly trying to learn those things. The same is not true of PCs running through [i]Keep on the Shadowfell[/i]. This doesn't mean, of course, that the module is going to "make them care"; but nothing and nobody can "make them care" about anything. All you can do is give them the opportunity to do so: [i]Burnt Offerings[/i] does; [i]Keep on the Shadowfell[/i] doesn't. (2) In addition to the personal details of the villains, there's also the importance of what you talk about: The palpable impact of the villain's actions on the world and the people around the PCs. In [i]Burnt Offerings[/i], the villain's plan has a major impact on the world and the people around the PCs. If the PCs care about [i]anything[/i] in their environment, the villain's plan is going to have an impact on things they care about. OTOH, the villain in [i]Keep on the Shadowfell[/i] has virtually no impact on the world around him. The local village doesn't even realize there's a problem unless the PCs bring it to their attention. Personally, I don't think [i]Burnt Offerings[/i] is an instant classic or a perfect module (nor does anyone seem to be saying that except for Rechan). It's not a masterpiece, IMO. Although compared to [i]Keep on the Shadowfell[/i] it certainly looks like one. Theoretically that's true. But the point is that 4th Edition's monsters were explicitly designed to support 5 rounds of combat and nothing more. (We know that because the designers told us it was true.) Those same designers who said "monsters are good for 5 rounds of combat and nothing more" are the same designers working on WotC's modules. Shockingly, the opponents in these modules are good for 5 rounds of combat and nothing more. This isn't really a matter of connecting the dots. It's a matter of looking at the huge, blazing neon signs. To reiterate: The problem here is not that Premise A gave us Stat Block B and then Stat Block B gave us Problem C. It's that Premise A results [i]directly[/i] in Problem C. The fact that Premise A also results in a flawed stat block which contributes to Problem C is practically irrelevant: The faulty premise, and every conclusion resulting from it, needs to be re-analyzed before ANY of the problems can be solved. [/QUOTE]
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