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*Dungeons & Dragons
Purely Generic Setting?
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<blockquote data-quote="halfling rogue" data-source="post: 6370211" data-attributes="member: 6779182"><p>I think my original post was a bit unclear. Taken to the extreme I can see why it sounds silly though. What I'm getting at is an adventure/module that has adaptability built into it. An adventure built with the idea that <em>this module is built to be modified</em> rather than <em>this module is rooted in Forgotten Realms</em></p><p><em></em></p><p><em></em>There's no reason why you can't have a deep and intriguing story with vivid (and named) characters and vivid surroundings and still have blurred edges. </p><p></p><p>But yes, it would work better with single locations and smaller scales. It is obviously a concept that is limited. But just because something is limited doesn't mean it wouldn't work within those limits. </p><p></p><p></p><p></p><p><span style="color: #000000">Again, here's where I think "generic" is an unhelpful term. Although I think "Everything in the Holy Trilogy" <em>is</em> generic. Just because it doesn't work in Dragonlance doesn't mean PHB/MM/DMG is not generic. That only means Dragonlance is specific. An adaptable-friendly module would have to have a basis for it's generic-ness, and I think the PHB/MM/DMG would be a good starting point. In fact, Basic might even be better. An adaptable-friendly module would say <em>this is the "generic" or "basic" foundation</em> and give the DM the freedom to add or subtract as he sees fit. I'm only envisioning (or trying to envision) a module that thinks through this.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">You are more at home with my line of thinking with what you call ICONIC adventures, with the base assumptions being derived from Basic or PHB/MM/DMG. That's a lot of what I'm getting at.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">And "Town A" adventures (besides being an interesting name for a design studio), being described as a paint by numbers kit actually doesn't sound to shabby. A module where everything is structured and outlined but leaves some areas to be colored by DMs sounds good to me. Such a product would recognize and aid folks who develop their own homebrewed world. Now that I think about it, that would likely be the target audience. Adventure Kits for the Homebrewed World. </span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="halfling rogue, post: 6370211, member: 6779182"] I think my original post was a bit unclear. Taken to the extreme I can see why it sounds silly though. What I'm getting at is an adventure/module that has adaptability built into it. An adventure built with the idea that [I]this module is built to be modified[/I] rather than [I]this module is rooted in Forgotten Realms [/I]There's no reason why you can't have a deep and intriguing story with vivid (and named) characters and vivid surroundings and still have blurred edges. But yes, it would work better with single locations and smaller scales. It is obviously a concept that is limited. But just because something is limited doesn't mean it wouldn't work within those limits. [COLOR=#000000][/COLOR] [COLOR=#000000]Again, here's where I think "generic" is an unhelpful term. Although I think "Everything in the Holy Trilogy" [I]is[/I] generic. Just because it doesn't work in Dragonlance doesn't mean PHB/MM/DMG is not generic. That only means Dragonlance is specific. An adaptable-friendly module would have to have a basis for it's generic-ness, and I think the PHB/MM/DMG would be a good starting point. In fact, Basic might even be better. An adaptable-friendly module would say [I]this is the "generic" or "basic" foundation[/I] and give the DM the freedom to add or subtract as he sees fit. I'm only envisioning (or trying to envision) a module that thinks through this. You are more at home with my line of thinking with what you call ICONIC adventures, with the base assumptions being derived from Basic or PHB/MM/DMG. That's a lot of what I'm getting at. And "Town A" adventures (besides being an interesting name for a design studio), being described as a paint by numbers kit actually doesn't sound to shabby. A module where everything is structured and outlined but leaves some areas to be colored by DMs sounds good to me. Such a product would recognize and aid folks who develop their own homebrewed world. Now that I think about it, that would likely be the target audience. Adventure Kits for the Homebrewed World. [/COLOR] [/QUOTE]
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