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Modules: Made to Read vs Made to Run?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9801885" data-attributes="member: 75787"><p>Hmmm. This is very far rom my experience of CoC modules. There are a lot of CoC <em>source</em> books that have this style of presentation, but the ones that are actually <em>modules</em> have seemed pretty good to me, almost always starting with a "ways in which the investigators get involved" section, then usually a set of scenes and how they are linked together with an end scene (or scenes) described which clearly state what the players must do to attain different goals.</p><p></p><p>If you are looking for a more plotted scenario where there is a single clear path through the module, then there are some modules like that, but it's not really the investigative style. It is fair to say that investigative modules do need more prep and this more GM time investment than the standard linear plot modules; a mystery has to make sense when looked at afterwards, whereas heists, gang wars and other standard RPG tropes don't as much. </p><p></p><p>For me the most annoying modules are investigative modules written for people playing a non-investigative system. When I had to run such a module in LG or LFR, I knew I'd have to spend time reworking it or trying to make the investigation actually meaningful, as opposed to making random skill checks until the time ran out and a goon attacks who gives you the info to lead you to the boss and final fight.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9801885, member: 75787"] Hmmm. This is very far rom my experience of CoC modules. There are a lot of CoC [I]source[/I] books that have this style of presentation, but the ones that are actually [I]modules[/I] have seemed pretty good to me, almost always starting with a "ways in which the investigators get involved" section, then usually a set of scenes and how they are linked together with an end scene (or scenes) described which clearly state what the players must do to attain different goals. If you are looking for a more plotted scenario where there is a single clear path through the module, then there are some modules like that, but it's not really the investigative style. It is fair to say that investigative modules do need more prep and this more GM time investment than the standard linear plot modules; a mystery has to make sense when looked at afterwards, whereas heists, gang wars and other standard RPG tropes don't as much. For me the most annoying modules are investigative modules written for people playing a non-investigative system. When I had to run such a module in LG or LFR, I knew I'd have to spend time reworking it or trying to make the investigation actually meaningful, as opposed to making random skill checks until the time ran out and a goon attacks who gives you the info to lead you to the boss and final fight. [/QUOTE]
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