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Home brew Vs Modules
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<blockquote data-quote="Jan van Leyden" data-source="post: 6251188" data-attributes="member: 20307"><p>Does "module" mean to you that it's unchangeable, unmalleable? Then we're talking about different things, here.</p><p></p><p>A module is nothing but a collection of plot, evil guy(s), goals of said guys, and maps. Everything else (boxed text with scripted speech, lead-in, rewards, ...) is more or less decoration.</p><p></p><p>How is this different from a set of notes prepared by the GM? Why can't one change the typically lame lead-in to fit the status of one's campaign? Why can't one make the evil guy part of a group or connected to other evil guys whom the players are working aginst?</p><p></p><p>And if the players leave the tracks and do something different, one is in the same situation as with one's own notes: some of the preparation is going to waste.</p><p></p><p>A real difference for the home brewer is that he can plan and prepare from session to session. This degree of total flexibility can't be reached with neither pre-planned homebrew nor published material. But that's not the way I run my games, because my players and me want a certain element of story or plot going on. Our adventures have a beginning and an end, though there often isn't a clear cut between one adventure and the next.</p><p></p><p>Movies and books for inspiration is another pet peeve of mine. Both are characterized by a pretty tight plot. There's hardly a book or movie where I could make some quality improvisation if the players would stray from the plot.</p><p></p><p>Ah, isn't it great that such widely different tastes fir under the RPG umbrella? Play any way you like, just make sure that your players and you have a good time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6251188, member: 20307"] Does "module" mean to you that it's unchangeable, unmalleable? Then we're talking about different things, here. A module is nothing but a collection of plot, evil guy(s), goals of said guys, and maps. Everything else (boxed text with scripted speech, lead-in, rewards, ...) is more or less decoration. How is this different from a set of notes prepared by the GM? Why can't one change the typically lame lead-in to fit the status of one's campaign? Why can't one make the evil guy part of a group or connected to other evil guys whom the players are working aginst? And if the players leave the tracks and do something different, one is in the same situation as with one's own notes: some of the preparation is going to waste. A real difference for the home brewer is that he can plan and prepare from session to session. This degree of total flexibility can't be reached with neither pre-planned homebrew nor published material. But that's not the way I run my games, because my players and me want a certain element of story or plot going on. Our adventures have a beginning and an end, though there often isn't a clear cut between one adventure and the next. Movies and books for inspiration is another pet peeve of mine. Both are characterized by a pretty tight plot. There's hardly a book or movie where I could make some quality improvisation if the players would stray from the plot. Ah, isn't it great that such widely different tastes fir under the RPG umbrella? Play any way you like, just make sure that your players and you have a good time. ;) [/QUOTE]
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