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Community
General Tabletop Discussion
*Dungeons & Dragons
Matt Colville on adventure length
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<blockquote data-quote="overgeeked" data-source="post: 9321241" data-attributes="member: 86653"><p>I completely agree with Matt on this one. And you reiterate one of his reasons why modules are better than APs. Life happens and people don't finish the AP so they feel let down by the experience. It's easier to keep a campaign going when you're playing in a more episodic format. Things like small, self-contained adventures. Either modules or home brew by the referee.</p><p></p><p>Not really. Several companies in the OSR space are making it work. Goodman Games is one example.</p><p></p><p>That's a lot of ifs and maybes. The number of people who've been disappointed by starting an epic AP only to not finish it likely far exceeds the total number of people who've ever played in an episodic module format. That's partially the point of Matt's video. Newer players are completely unaware that episodic module play is even an option because the epic AP is the default they came into the hobby with.</p><p></p><p>Not really. You can have very detailed and very specific modules just like you have very specific and very detailed epic APs. The only difference between them is the length. It's the difference between a short story and a novel. An episode of a show vs a several seasons-long arc. </p><p></p><p>Towns, castles, forests, etc can all be self-contained. It's not only dungeons.</p><p></p><p>And yes, generic is a benefit. Because it increases your potential customers. If you make a generic town, castle, forest, dungeon, etc can be dropped anywhere in any setting. But that doesn't prevent specificity. Almost every setting will have logging towns. Almost every setting will have mining towns. Etc.</p><p></p><p>Yes, capitalism is always the problem. But I think you're overstating just how difficult, no good, and terrible modules are.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9321241, member: 86653"] I completely agree with Matt on this one. And you reiterate one of his reasons why modules are better than APs. Life happens and people don't finish the AP so they feel let down by the experience. It's easier to keep a campaign going when you're playing in a more episodic format. Things like small, self-contained adventures. Either modules or home brew by the referee. Not really. Several companies in the OSR space are making it work. Goodman Games is one example. That's a lot of ifs and maybes. The number of people who've been disappointed by starting an epic AP only to not finish it likely far exceeds the total number of people who've ever played in an episodic module format. That's partially the point of Matt's video. Newer players are completely unaware that episodic module play is even an option because the epic AP is the default they came into the hobby with. Not really. You can have very detailed and very specific modules just like you have very specific and very detailed epic APs. The only difference between them is the length. It's the difference between a short story and a novel. An episode of a show vs a several seasons-long arc. Towns, castles, forests, etc can all be self-contained. It's not only dungeons. And yes, generic is a benefit. Because it increases your potential customers. If you make a generic town, castle, forest, dungeon, etc can be dropped anywhere in any setting. But that doesn't prevent specificity. Almost every setting will have logging towns. Almost every setting will have mining towns. Etc. Yes, capitalism is always the problem. But I think you're overstating just how difficult, no good, and terrible modules are. [/QUOTE]
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