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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Bedrockgames" data-source="post: 7606102" data-attributes="member: 85555"><p>That isn't a rough script. A rough script would be something like an adventure path where there is a clear sense of direction. There are plenty of modules that are just explorations of regions for example. Isle of Dread, once your there, is pretty open in that respect. Living Adventures, Situational Adventures and Sandboxes, are just a few examples of module structures that avoid rough scripts. These days it is very easy to get modules that completely avoid rough script in favor of more sandbox-like material. Some might have traces of rough script in them here and there (though a lot of times those are just there for training wheels purposes, and intended to be ignored by solid GMs, like Scourge of the Demon Wolf). When I write adventure modules I specifically avoid anything that feels like rough script. I may provide a hook or some kind of starting point for the sake of convenience. But once the module starts it is more about the exploration of locations, the interactions of living NPCs, and the dynamic produced by all that once you drop in PCs. Maybe we just disagree on what a rough script is. But I would definitely not regard these kinds of modules as being that.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7606102, member: 85555"] That isn't a rough script. A rough script would be something like an adventure path where there is a clear sense of direction. There are plenty of modules that are just explorations of regions for example. Isle of Dread, once your there, is pretty open in that respect. Living Adventures, Situational Adventures and Sandboxes, are just a few examples of module structures that avoid rough scripts. These days it is very easy to get modules that completely avoid rough script in favor of more sandbox-like material. Some might have traces of rough script in them here and there (though a lot of times those are just there for training wheels purposes, and intended to be ignored by solid GMs, like Scourge of the Demon Wolf). When I write adventure modules I specifically avoid anything that feels like rough script. I may provide a hook or some kind of starting point for the sake of convenience. But once the module starts it is more about the exploration of locations, the interactions of living NPCs, and the dynamic produced by all that once you drop in PCs. Maybe we just disagree on what a rough script is. But I would definitely not regard these kinds of modules as being that. [/QUOTE]
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