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<blockquote data-quote="PeterWeller" data-source="post: 3882187" data-attributes="member: 55795"><p>Yeah, I'm totally going to have to disagree with you on this one. In essence, you are saying that reading a book and remembering what you read is more difficult than coming up with your own original characters, regions, nations, religions, and conflicts. Unless you are developing only the most bare bones of a setting, this simply isn't the case. It's really not difficult at all to develop a European flavored fantasy setting, but thousands of DMs run Mystara, Greyhawk, and the Realms because it's still a lot easier to pick up a book and give it a good read. Also, who says you have to make sure that your adventures fit in with the setting's canon? That's total nonsense. Once you start rolling the dice, the world is yours to do with as you please.</p><p></p><p></p><p></p><p>This is a terrible example of a module that would take a lot of work to adapt outside of its home setting. At its core, Dragons of Despair involves a party traveling to ruins in a swamp to find a lost artifact. Oh, and there's a dragon in the ruins. Swap the hook, enlarge or shrink the overall conflict DoD sets up, and you can fit that module into any setting that has ruins, swamps, and dragons. Hell, you don't even need a dragon. You could swap Khisanth for a demon or devil or any other intelligent big bad that would chill at the bottom of some ruins. Now all you need is swamps and ruins. Every setting has ruins, and even Dark Sun has a swamp. Want to use it in your Spelljammer campaign? Make it a swamp planet.</p><p></p><p>I've adapted the Taladas adventures into FR. I've adapted Freedom from Dark Sun into a generic fantasy homebrew. I've even adapted Flashpoint: Brak Sector from WEG's old Star Wars into a nautical themed D&D homebrew. In each case, not only was I adapting a module from a different (and sometimes wildly different) setting, but I was also adapting rules from a different edition or different game entirely. In each case, it took me no more work than if I was to sit down and write out my own adventure. In fact, in each case, I chose to adapt a module partly because it would decrease my workload as a DM.</p><p></p><p></p><p></p><p>I don't get where you're coming from with this, but it does sound like you're telling people how to be creative, which is pretty crass, especially considering that one could take your whole argument to say that you aren't creative enough to adapt a pre-published setting or module to your needs.</p></blockquote><p></p>
[QUOTE="PeterWeller, post: 3882187, member: 55795"] Yeah, I'm totally going to have to disagree with you on this one. In essence, you are saying that reading a book and remembering what you read is more difficult than coming up with your own original characters, regions, nations, religions, and conflicts. Unless you are developing only the most bare bones of a setting, this simply isn't the case. It's really not difficult at all to develop a European flavored fantasy setting, but thousands of DMs run Mystara, Greyhawk, and the Realms because it's still a lot easier to pick up a book and give it a good read. Also, who says you have to make sure that your adventures fit in with the setting's canon? That's total nonsense. Once you start rolling the dice, the world is yours to do with as you please. This is a terrible example of a module that would take a lot of work to adapt outside of its home setting. At its core, Dragons of Despair involves a party traveling to ruins in a swamp to find a lost artifact. Oh, and there's a dragon in the ruins. Swap the hook, enlarge or shrink the overall conflict DoD sets up, and you can fit that module into any setting that has ruins, swamps, and dragons. Hell, you don't even need a dragon. You could swap Khisanth for a demon or devil or any other intelligent big bad that would chill at the bottom of some ruins. Now all you need is swamps and ruins. Every setting has ruins, and even Dark Sun has a swamp. Want to use it in your Spelljammer campaign? Make it a swamp planet. I've adapted the Taladas adventures into FR. I've adapted Freedom from Dark Sun into a generic fantasy homebrew. I've even adapted Flashpoint: Brak Sector from WEG's old Star Wars into a nautical themed D&D homebrew. In each case, not only was I adapting a module from a different (and sometimes wildly different) setting, but I was also adapting rules from a different edition or different game entirely. In each case, it took me no more work than if I was to sit down and write out my own adventure. In fact, in each case, I chose to adapt a module partly because it would decrease my workload as a DM. I don't get where you're coming from with this, but it does sound like you're telling people how to be creative, which is pretty crass, especially considering that one could take your whole argument to say that you aren't creative enough to adapt a pre-published setting or module to your needs. [/QUOTE]
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