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Mearls: The core of D&D
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<blockquote data-quote="Celebrim" data-source="post: 5608928" data-attributes="member: 4937"><p>Well, I've never ran a module that I didn't rework at least a little, and in most cases I rework them right down to the level of changing the map, the names, and most of the descriptions. This happens because I'm super critical and have very definite opinions on things, and not necessarily because the module is bad. </p><p></p><p>However, it is true that I seldom get published adventures that I like. In general I blame this on the very poor state of existing adventure writing art; the better story tellers in the business tend to produce adventures with poor gamability, and the ones that are better at gamability tend not to have compelling motivations. Others have interesting ideas in there head, but do very poor jobs of communicating how the adventure should be run. Paizo on the whole tends to be as good as any and better than most IMO, although I could make a ton of specific objections to most of what they do, there usually isn't a fatal flaw in their design or presentation.</p><p></p><p>But, what I'm really interested in when I hear you say this is what you would count as a well designed adventure. What are you looking for when you flip through a module?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5608928, member: 4937"] Well, I've never ran a module that I didn't rework at least a little, and in most cases I rework them right down to the level of changing the map, the names, and most of the descriptions. This happens because I'm super critical and have very definite opinions on things, and not necessarily because the module is bad. However, it is true that I seldom get published adventures that I like. In general I blame this on the very poor state of existing adventure writing art; the better story tellers in the business tend to produce adventures with poor gamability, and the ones that are better at gamability tend not to have compelling motivations. Others have interesting ideas in there head, but do very poor jobs of communicating how the adventure should be run. Paizo on the whole tends to be as good as any and better than most IMO, although I could make a ton of specific objections to most of what they do, there usually isn't a fatal flaw in their design or presentation. But, what I'm really interested in when I hear you say this is what you would count as a well designed adventure. What are you looking for when you flip through a module? [/QUOTE]
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