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General Tabletop Discussion
*Dungeons & Dragons
Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="el-remmen" data-source="post: 8619326" data-attributes="member: 11"><p>Three things that reading this thread have brought to mind:</p><p></p><p>1. I don't think plugging some holes and gaps in a published adventure is nearly the same in terms of time and effort as writing your own adventure. So, I think the "I might as well write my own adventure" response to finding some is either hyperbole or myopia. I mean, I am certain there are some adventures that are so fragmented that perhaps it would be easier to write your own, but most are not.</p><p></p><p>2. What is a gap or hole or something we want the module to tell us varies from DM to DM and table to table. My guess is that it is literally impossible for a writer/editor team to notice and catch them all because frame of reference is different.</p><p></p><p>I guess it bears mentioning that I find many such gaps and holes to be happy accidents of the type described above that allow a DM to fit their own take on what matters there. So for me the bug of #2 is a frequently a feature for me.</p><p></p><p>3. And this is not directly related but in one of the WotC D&D previews last week, one of the lauded features of the spelljammer adventure (I think) was that every chapter ends in a cliffhanger! But my immediate thought was, how can I or the module writer know when and how and where the PCs will be when a chapter ends? I could be wrong, but to me that sounds like the adventure assumes the PCs will be brought to a certain place or point for each chapter - which I understand some people like, but to me that level of narrative detail is a straitjacket that is more troublesome to get around than almost any technical hole or gap, like the height of some stairs or how a trap is reset.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8619326, member: 11"] Three things that reading this thread have brought to mind: 1. I don't think plugging some holes and gaps in a published adventure is nearly the same in terms of time and effort as writing your own adventure. So, I think the "I might as well write my own adventure" response to finding some is either hyperbole or myopia. I mean, I am certain there are some adventures that are so fragmented that perhaps it would be easier to write your own, but most are not. 2. What is a gap or hole or something we want the module to tell us varies from DM to DM and table to table. My guess is that it is literally impossible for a writer/editor team to notice and catch them all because frame of reference is different. I guess it bears mentioning that I find many such gaps and holes to be happy accidents of the type described above that allow a DM to fit their own take on what matters there. So for me the bug of #2 is a frequently a feature for me. 3. And this is not directly related but in one of the WotC D&D previews last week, one of the lauded features of the spelljammer adventure (I think) was that every chapter ends in a cliffhanger! But my immediate thought was, how can I or the module writer know when and how and where the PCs will be when a chapter ends? I could be wrong, but to me that sounds like the adventure assumes the PCs will be brought to a certain place or point for each chapter - which I understand some people like, but to me that level of narrative detail is a straitjacket that is more troublesome to get around than almost any technical hole or gap, like the height of some stairs or how a trap is reset. [/QUOTE]
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