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<blockquote data-quote="Philotomy Jurament" data-source="post: 5046065" data-attributes="member: 20854"><p>Heck, going beyond D&D editions, I think it's possible to take a Tunnels & Trolls module, or a Rolemaster module, or a Runequest module, and "translate" it to the D&D edition of your choice. Depending on the skill of the DM, the amount of work (or on-the-fly changes and improvisations) he's willing to perform, the approach he uses in his game, and the systems involved, that might be viable. But I don't think those are good assumptions for a module line.</p><p></p><p>I like modules to save me some time and effort. If I have to make many changes to the module (on the fly or not), I think I'm often better off just creating something up myself. (In fact, I think that's often less work, compared to reading/digesting/altering another's work.) I'm not just talking about stats, but also how well the module integrates into my campaign and how well its design and approach matches my preferences. </p><p></p><p>Frankly, modules are a tough sell, for me, to begin with. And the bigger the gap between my preferences on system/design/style and the module's, the harder the sell. I *can* convert anything; but I'm not willing to pay money for something that I'm essentially going to re-do, anyway.</p><p></p><p></p><p>Well, that's just it. If I'm going to be creative, anyway, why not just do my own thing, instead of re-interpreting a module?</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5046065, member: 20854"] Heck, going beyond D&D editions, I think it's possible to take a Tunnels & Trolls module, or a Rolemaster module, or a Runequest module, and "translate" it to the D&D edition of your choice. Depending on the skill of the DM, the amount of work (or on-the-fly changes and improvisations) he's willing to perform, the approach he uses in his game, and the systems involved, that might be viable. But I don't think those are good assumptions for a module line. I like modules to save me some time and effort. If I have to make many changes to the module (on the fly or not), I think I'm often better off just creating something up myself. (In fact, I think that's often less work, compared to reading/digesting/altering another's work.) I'm not just talking about stats, but also how well the module integrates into my campaign and how well its design and approach matches my preferences. Frankly, modules are a tough sell, for me, to begin with. And the bigger the gap between my preferences on system/design/style and the module's, the harder the sell. I *can* convert anything; but I'm not willing to pay money for something that I'm essentially going to re-do, anyway. Well, that's just it. If I'm going to be creative, anyway, why not just do my own thing, instead of re-interpreting a module? [/QUOTE]
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