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<blockquote data-quote="Monayuris" data-source="post: 7586287" data-attributes="member: 6859536"><p>I actually disagree with this statement. The more detailed and precise an adventure is, the harder it is to make it your own. Take, for example, the current crop of WoTC adventures for 5E. These are so detailed with story elements and narratives, and plots that it is harder to make a change... because I have to reconcile any change I make with the exacting detail of the adventure. Something I change in the first chapter, can possibly have a dramatic effect on the later chapters. Add to this, that I have to read the entire (massive) book to understand the adventure, before I make the adjustments I want to make... These require <strong>much</strong> more prep.</p><p></p><p>It is easier to modify and adjust an adventure that has less moving parts and less detail. </p><p></p><p>Also, the DM input required of Keep on the Borderlands is the 'good kind'. It provides the stats and stocks the dungeons. It gives you details that are mechanically important and tedious to come up with on your own. What it leaves open to interpretation is what you <strong>should</strong> be doing on your own (and in a "basic game" is part of the lessons in teaching new DM's). </p><p></p><p>The act of figuring out what is going on in these caves is, at least in my opinion, the primary lesson to be learned from the module.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7586287, member: 6859536"] I actually disagree with this statement. The more detailed and precise an adventure is, the harder it is to make it your own. Take, for example, the current crop of WoTC adventures for 5E. These are so detailed with story elements and narratives, and plots that it is harder to make a change... because I have to reconcile any change I make with the exacting detail of the adventure. Something I change in the first chapter, can possibly have a dramatic effect on the later chapters. Add to this, that I have to read the entire (massive) book to understand the adventure, before I make the adjustments I want to make... These require [B]much[/B] more prep. It is easier to modify and adjust an adventure that has less moving parts and less detail. Also, the DM input required of Keep on the Borderlands is the 'good kind'. It provides the stats and stocks the dungeons. It gives you details that are mechanically important and tedious to come up with on your own. What it leaves open to interpretation is what you [B]should[/B] be doing on your own (and in a "basic game" is part of the lessons in teaching new DM's). The act of figuring out what is going on in these caves is, at least in my opinion, the primary lesson to be learned from the module. [/QUOTE]
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