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Modules: Made to Read vs Made to Run?
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<blockquote data-quote="DEFCON 1" data-source="post: 9800661" data-attributes="member: 7006"><p>I would say that is true... in that they usually are Adventurer's League modules and thus are your prototypical D&D-styled written adventures. But even though that might be true... I still have little to no faith than a person who tries to run an adventure "off-the-page" is actually going to be good, because it is always obvious when a person is actually having to spend time reading. And not only reading, but also trying to process what they have read. And time spent reading is time spent silently looking down at their papers trying to grasp just what it is they are looking at and making sense of it in a way they can then look up and try to then jump back into Narrator mode.</p><p></p><p>At least a person who is completely improvising an adventure is one who has their head up, listening intently to the players, and reacting in the moment to what is being said... while the invisible dials of new ideas of action and dialogue are flashing across their field of view in their mind's eye before they select what they want and then jump into it. That kind of person makes for a much more interesting and compelling performance to watch than the one who has to keep looking down to remind themselves of what the paperwork says because they don't have it memorized or at least in their head because they have never read it... while at the same time feeling as though they have to follow what is being written.</p><p></p><p>And look... from my perspective if I'm going to be reading a module with the intention of incorporating it into my game... I for one couldn't care less how long I have to spend reading it. A bullet-point encounter takes 2 minutes to read while a full-written longform encounter takes 8 minutes to read? Yeah? So what? Who cares how long it took? Why am I so concerned about saving those 6 minutes for my prep? If I'm going to DM... it's because I WANT to DM, and thus I don't care at all how long my prep is going to be. If I spent like 4 hours over the course of the entire week trying to get the next series of potential encounters set up in case my players make all kinds of various choices... why is that a bad thing? That's what DMing is! Being creative! Coming up with new ideas! It's D&D! And I want to play D&D, don't I? So why try and get it over with so quickly? Quite frankly, It's the same question I always have with the people who get all bent out of shape what character creation takes more than like 5 minutes. Why does that matter? You're creating a character for a game you want to play, aren't you? Don't you like roleplaying games? Why are you trying to end it so fast? Why is it such a burden that the game is telling you that you have a selection of like thirty different spells you could possibly select from at 1st level and you decide to read what those 30 different spells are? Especially when you don't actually have to do that and could just select the spells the Class section suggested to you if you really had so little time on your hands and couldn't bear to spend any of it reading the Spells section of the PHB. I just don't get it. You either want to play the game or you don't.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9800661, member: 7006"] I would say that is true... in that they usually are Adventurer's League modules and thus are your prototypical D&D-styled written adventures. But even though that might be true... I still have little to no faith than a person who tries to run an adventure "off-the-page" is actually going to be good, because it is always obvious when a person is actually having to spend time reading. And not only reading, but also trying to process what they have read. And time spent reading is time spent silently looking down at their papers trying to grasp just what it is they are looking at and making sense of it in a way they can then look up and try to then jump back into Narrator mode. At least a person who is completely improvising an adventure is one who has their head up, listening intently to the players, and reacting in the moment to what is being said... while the invisible dials of new ideas of action and dialogue are flashing across their field of view in their mind's eye before they select what they want and then jump into it. That kind of person makes for a much more interesting and compelling performance to watch than the one who has to keep looking down to remind themselves of what the paperwork says because they don't have it memorized or at least in their head because they have never read it... while at the same time feeling as though they have to follow what is being written. And look... from my perspective if I'm going to be reading a module with the intention of incorporating it into my game... I for one couldn't care less how long I have to spend reading it. A bullet-point encounter takes 2 minutes to read while a full-written longform encounter takes 8 minutes to read? Yeah? So what? Who cares how long it took? Why am I so concerned about saving those 6 minutes for my prep? If I'm going to DM... it's because I WANT to DM, and thus I don't care at all how long my prep is going to be. If I spent like 4 hours over the course of the entire week trying to get the next series of potential encounters set up in case my players make all kinds of various choices... why is that a bad thing? That's what DMing is! Being creative! Coming up with new ideas! It's D&D! And I want to play D&D, don't I? So why try and get it over with so quickly? Quite frankly, It's the same question I always have with the people who get all bent out of shape what character creation takes more than like 5 minutes. Why does that matter? You're creating a character for a game you want to play, aren't you? Don't you like roleplaying games? Why are you trying to end it so fast? Why is it such a burden that the game is telling you that you have a selection of like thirty different spells you could possibly select from at 1st level and you decide to read what those 30 different spells are? Especially when you don't actually have to do that and could just select the spells the Class section suggested to you if you really had so little time on your hands and couldn't bear to spend any of it reading the Spells section of the PHB. I just don't get it. You either want to play the game or you don't. [/QUOTE]
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