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<blockquote data-quote="DEFCON 1" data-source="post: 9726062" data-attributes="member: 7006"><p>How much work KotB needs to be done by the DM to "make it work" depends entirely on the kinds of information a particular DM thinks they need to run the module.</p><p></p><p>An improvisational DM needs very little additional work, because they are fine just making things up as the party goes along. The name of a random shopkeep in the Keep? Just make one up at the time the party enters it. The reason why X NPC is in some area of the wilderness? Just come up with something at the moment the party talks to them and asks a specific question regarding it. How do all the monsters relate to or interact with each other at the Caves? Only bother to invent something if and when the party questions it. But if the party never bothers with any of it during play? Then the DM never needs to spend any time on it.</p><p></p><p>Whereas a DM who needs the entire module and locations have a singular consistency that can and will apply each and every time they run it (even if it ends up being only the once)... they will want to spend the time getting every single thing down on paper so that they have the "correct" answer in hand if/when the party ever interacted with any of it.</p><p></p><p>There is no right answer here, and why two different posters might think there are two different levels of "need" required to make the module work. But that is why every DM should make it a point to lean in to only buying those modules that give them what they want. And if a module doesn't? Don't waste your time with it or argue with other people trying to make your opinion of it seem to be the correct one.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9726062, member: 7006"] How much work KotB needs to be done by the DM to "make it work" depends entirely on the kinds of information a particular DM thinks they need to run the module. An improvisational DM needs very little additional work, because they are fine just making things up as the party goes along. The name of a random shopkeep in the Keep? Just make one up at the time the party enters it. The reason why X NPC is in some area of the wilderness? Just come up with something at the moment the party talks to them and asks a specific question regarding it. How do all the monsters relate to or interact with each other at the Caves? Only bother to invent something if and when the party questions it. But if the party never bothers with any of it during play? Then the DM never needs to spend any time on it. Whereas a DM who needs the entire module and locations have a singular consistency that can and will apply each and every time they run it (even if it ends up being only the once)... they will want to spend the time getting every single thing down on paper so that they have the "correct" answer in hand if/when the party ever interacted with any of it. There is no right answer here, and why two different posters might think there are two different levels of "need" required to make the module work. But that is why every DM should make it a point to lean in to only buying those modules that give them what they want. And if a module doesn't? Don't waste your time with it or argue with other people trying to make your opinion of it seem to be the correct one. [/QUOTE]
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