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*Dungeons & Dragons
L&L 8/19/13: The Final Countdown
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<blockquote data-quote="Salamandyr" data-source="post: 6172531" data-attributes="member: 40233"><p>I can think of a couple of modules where there really is no story...<em>Keep on the Borderlands</em>, for instance. There's no villain, only the barest of threats. It's a cast of characters who have been given no motivation. They're just there, waiting for a DM to decide what they're doing. No story, just a setting.</p><p></p><p><em>Temple of Elemental Evil</em> almost has a story, but misses out in the end I think. There is a main villain, but it's a prisoner, and there is a good chance the PC's will never face her. The sub-villains are plotting...something. But it's such a nebulous plot that until the PC's show up nothing will ever happen. So while there is some motivation floating around, there's no real arc, no expected climax, just a bunch of possibilities, so it misses being a story in and of itself.</p><p></p><p>But <em>Sunless Citadel </em>is different. It has an arc, the characters have a reason to go there, they have a mystery to solve, and a main villain who is the mover and shaker of everything going on that they have to thwart in a climactic battle. There is something going on and what the PC's do will affect what happens. That's a story. What the characters do in between the exposition and the climactic fight with the major bad guy is the kind of adventure filler. But it's a story-no matter what the players do, the world at the end will be different from the world at the beginning. </p><p></p><p>And writers of modules generally have some idea of how they <em>want</em> the world to change, even if the players don't actually cooperate.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6172531, member: 40233"] I can think of a couple of modules where there really is no story...[I]Keep on the Borderlands[/I], for instance. There's no villain, only the barest of threats. It's a cast of characters who have been given no motivation. They're just there, waiting for a DM to decide what they're doing. No story, just a setting. [I]Temple of Elemental Evil[/I] almost has a story, but misses out in the end I think. There is a main villain, but it's a prisoner, and there is a good chance the PC's will never face her. The sub-villains are plotting...something. But it's such a nebulous plot that until the PC's show up nothing will ever happen. So while there is some motivation floating around, there's no real arc, no expected climax, just a bunch of possibilities, so it misses being a story in and of itself. But [I]Sunless Citadel [/I]is different. It has an arc, the characters have a reason to go there, they have a mystery to solve, and a main villain who is the mover and shaker of everything going on that they have to thwart in a climactic battle. There is something going on and what the PC's do will affect what happens. That's a story. What the characters do in between the exposition and the climactic fight with the major bad guy is the kind of adventure filler. But it's a story-no matter what the players do, the world at the end will be different from the world at the beginning. And writers of modules generally have some idea of how they [I]want[/I] the world to change, even if the players don't actually cooperate. [/QUOTE]
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