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Okay, so *why* is EN World GM-centric?
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<blockquote data-quote="Lanefan" data-source="post: 5276071" data-attributes="member: 29398"><p>Fair enough, but I have to ask: what edition were you running? The quality of "official" published modules has varied widely between editions: 0-1-3e generally good, 2-4e generally not so good (though the 4e modules seem to be improving of late). The only real experience with "unofficial" modules I've had is with 1e and 3e, and despite a few glorious exceptions during 3e they were generally rather grim, or worse.</p><p>Which is excellent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> That said, doing such doesn't - or shouldn't - exclude you from using canned modules, as you can always lob things in that reflect your own world and campaign. As an example, I ran Keep on the Shadowfell (converted to 1e) early in my current campaign...the Hobgoblins they met in there - straight out of the module - worshipped a deity that in theory hasn't existed for ages, and called themselves a different racial name. This was intended to (and still might, someday) point toward a 5-adventure path later in the campaign where they'll investigate this racial division further; and at least two of those adventures will be normally-unconnected canned modules as well.</p><p></p><p>The modules are the christmas lights. The story is the wire that powers 'em and holds 'em all together. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Yes. But those players do not remain players for long...at least not 'round here.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5276071, member: 29398"] Fair enough, but I have to ask: what edition were you running? The quality of "official" published modules has varied widely between editions: 0-1-3e generally good, 2-4e generally not so good (though the 4e modules seem to be improving of late). The only real experience with "unofficial" modules I've had is with 1e and 3e, and despite a few glorious exceptions during 3e they were generally rather grim, or worse. Which is excellent. :) That said, doing such doesn't - or shouldn't - exclude you from using canned modules, as you can always lob things in that reflect your own world and campaign. As an example, I ran Keep on the Shadowfell (converted to 1e) early in my current campaign...the Hobgoblins they met in there - straight out of the module - worshipped a deity that in theory hasn't existed for ages, and called themselves a different racial name. This was intended to (and still might, someday) point toward a 5-adventure path later in the campaign where they'll investigate this racial division further; and at least two of those adventures will be normally-unconnected canned modules as well. The modules are the christmas lights. The story is the wire that powers 'em and holds 'em all together. :) Yes. But those players do not remain players for long...at least not 'round here. Lanefan [/QUOTE]
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Okay, so *why* is EN World GM-centric?
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