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Is it right for WoTC to moralize us in an adventure module?
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<blockquote data-quote="TheSword" data-source="post: 8931436" data-attributes="member: 6879661"><p>By ‘the point’ I mean the point of a module, the purpose, the benefit.</p><p></p><p>They save you some time in not having to make up everything about an adventure. The lack of flexibility because a module has been written down and committed to ink is not a criticism - it’s a feature of modules. It’s the inevitable consequence of deciding the BBEG is the bandit chief Marvin which means that the BBEG isn’t Guntharg the orc warlord <strong>your</strong> PCs fought in previous adventure.</p><p></p><p>But… and this is a big but. You can change it! Because you get to have 70-90% of preprepared <strong>and</strong> you get to change things to fit your party and campaign. You get the best of both worlds. You get to add Gruntharg and you get the rest of the story. So when people say lots of people say that adventures don’t fit their party I think yes, change it just as it was always intended you do. That is the feature of modules that make them good.</p><p></p><p>You referred a few times to things being that way because of the text of the module. The warden is X because it says Y. What people need to understand is that a module is a collection of suggestions not a bible. You aren’t buying the dummies guide to Undermountain or the script of Icewind Dale, the movie. You’re buying a recipe book. Which you get to make with the players. The book provides the ingredients and the order to add them/processes. But if you don’t like cinnamon don’t make the cinnamon banana loaf - or if it’s important then switch the cinnamon out for aniseed or lemon. Don’t complain that cinnamon doesn’t fit in recipe books.</p><p></p><p>Give feedback sure. But don’t complain that the module is telling you what to do and you don’t like it. I see that all too often with adversarial DMs who believe that as long as they do what the module ‘tells them’ they are fair and correct and it isn’t their fault if the module isn’t fun. That’s an abrogation of DM responsibility - to listen to the players and respond to them.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8931436, member: 6879661"] By ‘the point’ I mean the point of a module, the purpose, the benefit. They save you some time in not having to make up everything about an adventure. The lack of flexibility because a module has been written down and committed to ink is not a criticism - it’s a feature of modules. It’s the inevitable consequence of deciding the BBEG is the bandit chief Marvin which means that the BBEG isn’t Guntharg the orc warlord [B]your[/B] PCs fought in previous adventure. But… and this is a big but. You can change it! Because you get to have 70-90% of preprepared [B]and[/B] you get to change things to fit your party and campaign. You get the best of both worlds. You get to add Gruntharg and you get the rest of the story. So when people say lots of people say that adventures don’t fit their party I think yes, change it just as it was always intended you do. That is the feature of modules that make them good. You referred a few times to things being that way because of the text of the module. The warden is X because it says Y. What people need to understand is that a module is a collection of suggestions not a bible. You aren’t buying the dummies guide to Undermountain or the script of Icewind Dale, the movie. You’re buying a recipe book. Which you get to make with the players. The book provides the ingredients and the order to add them/processes. But if you don’t like cinnamon don’t make the cinnamon banana loaf - or if it’s important then switch the cinnamon out for aniseed or lemon. Don’t complain that cinnamon doesn’t fit in recipe books. Give feedback sure. But don’t complain that the module is telling you what to do and you don’t like it. I see that all too often with adversarial DMs who believe that as long as they do what the module ‘tells them’ they are fair and correct and it isn’t their fault if the module isn’t fun. That’s an abrogation of DM responsibility - to listen to the players and respond to them. [/QUOTE]
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Is it right for WoTC to moralize us in an adventure module?
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