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General Tabletop Discussion
*Pathfinder & Starfinder
Modules and the right amount of setting detail
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<blockquote data-quote="Starfox" data-source="post: 6271218" data-attributes="member: 2303"><p>For me, an adventure is mainly its plot. If it is an interesting story about say smuggling, that story can be translated anywhere where smuggling is a relevant activity - that is as long as there are import dues/embargoes to avoid. This can be in almost any setting with a certain minimal government (import dues is one of the oldest taxes). Monsters, traps, and such are generally quite easy to replace with setting-appropriate material. Orc bandits become human (or alien) bandits, city guards become police and customs officials, crossbow traps become laser traps. But if the scenario includes several pages describing a fantasy city where all of this happens, that is harder to transplant.</p><p></p><p>Not saying a city description is not useful, but I generally prefer setting materials separate from adventures. This is particularly so when the scenario is set in a setting with little spread; it is more interesting to read about a city in Golarion or Greyhawk than in the writer's private campaign. And I agree adventure paths are different; a series of adventures in the same location generally should have much more setting than a single adventure.</p><p></p><p>The really useful is information on NPCs, including backstory, personality, and so on - and how this can be expected to interact with the plot. I can easily stat up a 4th level city guard officer, but that this particular officer has an affair with the smuggler and thus double loyalties adds a lot to the story.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6271218, member: 2303"] For me, an adventure is mainly its plot. If it is an interesting story about say smuggling, that story can be translated anywhere where smuggling is a relevant activity - that is as long as there are import dues/embargoes to avoid. This can be in almost any setting with a certain minimal government (import dues is one of the oldest taxes). Monsters, traps, and such are generally quite easy to replace with setting-appropriate material. Orc bandits become human (or alien) bandits, city guards become police and customs officials, crossbow traps become laser traps. But if the scenario includes several pages describing a fantasy city where all of this happens, that is harder to transplant. Not saying a city description is not useful, but I generally prefer setting materials separate from adventures. This is particularly so when the scenario is set in a setting with little spread; it is more interesting to read about a city in Golarion or Greyhawk than in the writer's private campaign. And I agree adventure paths are different; a series of adventures in the same location generally should have much more setting than a single adventure. The really useful is information on NPCs, including backstory, personality, and so on - and how this can be expected to interact with the plot. I can easily stat up a 4th level city guard officer, but that this particular officer has an affair with the smuggler and thus double loyalties adds a lot to the story. [/QUOTE]
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Modules and the right amount of setting detail
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