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<blockquote data-quote="Jhaelen" data-source="post: 5046900" data-attributes="member: 46713"><p>Great analogy with the video games. I agree.</p><p></p><p>If the adventure layout follows the delve format of WotC's late 3e and 4e, I can see how it might be (relatively) easy to separate the generic adventure parts from the mechanics parts, but I don't think you can just plug in any system without losing what makes the module interesting in the first place.</p><p></p><p>In fact that's one thing I disliked about many of the free WotC adventures:</p><p>You could often easily replace every monster (and sometimes even the encounter areas) with something else without it having any detrimental effect on the adventure. The reason was that they didn't have much in the way of a story and the encounters weren't tailored to any theme.</p><p>But that's something I can do with minimal effort myself. It's not much different than using a random map and encounter generator.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5046900, member: 46713"] Great analogy with the video games. I agree. If the adventure layout follows the delve format of WotC's late 3e and 4e, I can see how it might be (relatively) easy to separate the generic adventure parts from the mechanics parts, but I don't think you can just plug in any system without losing what makes the module interesting in the first place. In fact that's one thing I disliked about many of the free WotC adventures: You could often easily replace every monster (and sometimes even the encounter areas) with something else without it having any detrimental effect on the adventure. The reason was that they didn't have much in the way of a story and the encounters weren't tailored to any theme. But that's something I can do with minimal effort myself. It's not much different than using a random map and encounter generator. [/QUOTE]
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