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Playtest - Disappearances in the Village
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<blockquote data-quote="Andor" data-source="post: 5930331" data-attributes="member: 1879"><p>That's kind of the point though. The Keep on the Borderlands/Caves of Chaos is a, perhaps the, classic sandbox module. It doesn't tell you what the plot is, is hands you a batch of questions and makes you write the answers yourself.</p><p></p><p>And in doing so, it ensures that the module will be <em>yours</em> when you run it.</p><p></p><p>One of my favorite WHFRPG modules is Lichemaster. It's full of properly sketched out characters, macbre motivations, and a plot that runs on it's own timeline. I've run the campaign at least twice, my players always loved it. But I suspect that they would have had much the same experience at anyones table. That tight plot and those well written character don't leave much room for the GMs own signature. </p><p></p><p>For the caves of chaos however it's less like paint-by-numbers and more like starting with connect the dots only there is no one right way to do it.</p></blockquote><p></p>
[QUOTE="Andor, post: 5930331, member: 1879"] That's kind of the point though. The Keep on the Borderlands/Caves of Chaos is a, perhaps the, classic sandbox module. It doesn't tell you what the plot is, is hands you a batch of questions and makes you write the answers yourself. And in doing so, it ensures that the module will be [i]yours[/i] when you run it. One of my favorite WHFRPG modules is Lichemaster. It's full of properly sketched out characters, macbre motivations, and a plot that runs on it's own timeline. I've run the campaign at least twice, my players always loved it. But I suspect that they would have had much the same experience at anyones table. That tight plot and those well written character don't leave much room for the GMs own signature. For the caves of chaos however it's less like paint-by-numbers and more like starting with connect the dots only there is no one right way to do it. [/QUOTE]
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Playtest - Disappearances in the Village
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