While I completely agree with all of this, it is worthy to note that some modules do a MUCH better job of anticipating these things than others do. I'll almost always take a module that has too much superfluous info than one that has too little.Olaf the Stout said:QFT
Published modules won't run themselves. A good GM will still adapt them for his group. And if you have a group of at least semi-creative players they will go off the path of the module at least somewhere along the line. A good GM will roll with this. A bad one will beat them back onto the "correct" path. Personally, I'm still learning how to be a good GM. It's not as easy as it first looks!
Olaf the Stout
Thurbane said:Number one question asked by my group that is often not in the module "Do the doors open inwards or outwards?". Always. Without fail. Every room.![]()
(When I write my own adventures, I make sure that each and evey door is noted with which way it opens).
Crothian said:I run moduels all the time and I've never seen it happen. Running modules is an art and takes more work then some people realize or want to put it.
pogre said:If the PCs skip a major plot element - if the DM knows the module well he can bring them around again without railroading.
QuaziquestGM said:One aside:
If the players know that you have gone to the expence of buying a published module and refuse to "play along", then they are being inexcusible j@(+@$$e$ . Beating the poor module to death though tactics, spells, and intellignece is perfectly acceptible as the "game" was actually played and the GM got his moneys worth, but ducking the adventure or purposly train wrecking it is not.
Kheti sa-Menik said:....I do treat it (a pre-written module) as a skeleton to which I can add fleshy bits...story, additional monsters, ties to the ongoing campaign, etc. I guess I "make it my own" so to speak.
hammerlily said:To summarize... tips for running "unbreakable modules" so far include:
- GM/DM prep (plan on a module cutting prep time in half, not eliminating it.)
- ability to keep characters on a loose leash, allowing them to find their own way thru
- customizing module to current campaign needs
- willingness of players to "get in the spirit" of the game
- giving players flexibility to "write their own action" to fill any gaps in the module
- GM/DM creativity in guiding characters "in character" vs. railroading the action
- use modules as a story framework only... not a must-follow script
- ensure PC actions have repercussions... especially when they abandon plot items
- find a module that matches the play style of your gaming group
- rewrite pre-scripted intro's if necessary to avoid railroading players from the beginning
- As a GM, be prepared to wing it
So what are the marks of quality, well-written unbreakable modules?
So far, we have very few items on this list...
- avoid writing scripts that avoid putting actions/word in PC's mouths
- include important details (including which way doors open/close?)
- modules anticipate PC actions & include possible consequences for various possibilities
- do not limit PCs to only one path through the adventure
Any others????