Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benimoto" data-source="post: 5187161" data-attributes="member: 40093"><p>Realize that personally, I think Lanefan's approach sounds good, and I'm mostly plying Devil's advocate here. But, there have to be constraints here. Let's look at what those constraints might be.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Cost</strong>: Sure you say that you'd buy a better module at 150% the price, but would everybody? Keep on the Shadowfell was an expensive module. Amazon.com shows the list price at $29.99. I remember a lot of people complaining about that price. Would it be worth it if it contained more non-combat options, but listed for $44.99? I doubt it.</li> <li data-xf-list-type="ul"><strong>Page count</strong>: We're not in the electronic era yet, and so modules have to be printed. I'm not an expert, but as I understand it, 32 pages is not a random number. There are some sort of mechanical constraints, such as the fact that modules are actually printed on 3 or 4 foot-long sheets of paper, then cut and folded into a booklet. We can't just increase the page count to 37. Instead it has to be something like 48 or 64 pages as the next step. This increases all the other costs associated with the module.</li> <li data-xf-list-type="ul"><strong>Complexity</strong>: More content means more editing, playtesting, and a greater chance for errors to slip in. When a module has 4 paths through it, it's more complicated to make sure all the paths are the same difficulty and to keep the pacing correct. And then there's DM complexity. You have to make sure that a module that contains 4 times the options is as easy to read and run as a module that's more focused on one path.</li> <li data-xf-list-type="ul"><strong>Player's expecatations</strong>: If I get a 64 page module for twice the price, I expect it to last me twice as long as the 32 page module. You're advocating that we give 3-4 times as many options to players, but really that just means that every single group is wasting 2/3rds to 3/4s of the module. That's going to make some people unhappy.</li> <li data-xf-list-type="ul"><strong>Talent</strong>: Let's face it, certain writers may just not be as good at writing for certain types of play. 2-4 different paths through a module means that every module writer needs to be more skilled at writing. More skill means more money, or it may mean writing teams with managers. The cost here may end up increasing at a greater rate than the benefit.</li> </ul><p></p><p>The whole debate here is kind of silly. Of course we would prefer to have more options rather than less. To use a food-related analogy, I'm sure we would say that we prefer a restaurant to have 4 times as many options on a menu. But, contradictorily, many successful restaurants actually work to reduce the size of their menus. A successful module has to be simple to read and understand and also it has to fit in a certain page count. Some of these things indicate it should have less complexity, not more.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 5187161, member: 40093"] Realize that personally, I think Lanefan's approach sounds good, and I'm mostly plying Devil's advocate here. But, there have to be constraints here. Let's look at what those constraints might be. [LIST] [*][B]Cost[/B]: Sure you say that you'd buy a better module at 150% the price, but would everybody? Keep on the Shadowfell was an expensive module. Amazon.com shows the list price at $29.99. I remember a lot of people complaining about that price. Would it be worth it if it contained more non-combat options, but listed for $44.99? I doubt it. [*][B]Page count[/B]: We're not in the electronic era yet, and so modules have to be printed. I'm not an expert, but as I understand it, 32 pages is not a random number. There are some sort of mechanical constraints, such as the fact that modules are actually printed on 3 or 4 foot-long sheets of paper, then cut and folded into a booklet. We can't just increase the page count to 37. Instead it has to be something like 48 or 64 pages as the next step. This increases all the other costs associated with the module. [*][B]Complexity[/B]: More content means more editing, playtesting, and a greater chance for errors to slip in. When a module has 4 paths through it, it's more complicated to make sure all the paths are the same difficulty and to keep the pacing correct. And then there's DM complexity. You have to make sure that a module that contains 4 times the options is as easy to read and run as a module that's more focused on one path. [*][B]Player's expecatations[/B]: If I get a 64 page module for twice the price, I expect it to last me twice as long as the 32 page module. You're advocating that we give 3-4 times as many options to players, but really that just means that every single group is wasting 2/3rds to 3/4s of the module. That's going to make some people unhappy. [*][B]Talent[/B]: Let's face it, certain writers may just not be as good at writing for certain types of play. 2-4 different paths through a module means that every module writer needs to be more skilled at writing. More skill means more money, or it may mean writing teams with managers. The cost here may end up increasing at a greater rate than the benefit. [/LIST] The whole debate here is kind of silly. Of course we would prefer to have more options rather than less. To use a food-related analogy, I'm sure we would say that we prefer a restaurant to have 4 times as many options on a menu. But, contradictorily, many successful restaurants actually work to reduce the size of their menus. A successful module has to be simple to read and understand and also it has to fit in a certain page count. Some of these things indicate it should have less complexity, not more. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM Prep Time - Cognitive Dissonance in Encounter Design?
Top