Spell said:i'm sure my players would love it, despite all the absurdities in it)
What absurdities?
Spell said:i'm sure my players would love it, despite all the absurdities in it)
you rule.Andre said:Original D&D brown/white box vs 3.x D&D
[...]
But is it more fun? That's an entirely different question, and far more subjective.
Andre said:So what does matter in good design? What examples can someone present of good or bad design? Maybe if we can better define this, we'll be able to get past the comments about agendas and motives.
http://www.thefreedictionary.com/design said:de·sign
[...]
v.tr.
1. a. To conceive or fashion in the mind; invent: design a good excuse for not attending the conference.
1. b. To formulate a plan for; devise: designed a marketing strategy for the new product.
2. To plan out in systematic, usually graphic form: design a building; design a computer program.
3. To create or contrive for a particular purpose or effect: a game designed to appeal to all ages.
4. To have as a goal or purpose; intend.
5. To create or execute in an artistic or highly skilled manner.
gizmo33 said:What absurdities?
Spell said:i found absurd that you could die at the ghost banquet, without having a clue of what was going to happen.
ThirdWizard said:Such things as the module being coherant, written to be understood, flowing from situation to situation, allowing choices, and ease of use by the DM are examples of what would make a module good that go beyond thngs like is the monster's AC calculated correctly.
ThirdWizard said:Such things as
...the module being coherant,
...written to be understood,
...flowing from situation to situation,
...allowing choices,
...and ease of use by the DM
are examples of what would make a module good that go beyond thngs like is the monster's AC calculated correctly.
Spell said:allowing choices and ease of use are much more tied to personal perspective. as this tread has shown.
spell said:quasqueton thought (or so it seemed to me) I3-5 was difficult to use because it had random wizards around, magical items left alone in a corridor and such. gizmo thought the opposite.
gizmo33 said:Perhaps here what we're talking about is preferences
gizmo33 said:and so why use such inflamatory (and wasted, really) language that assumes a certain adventure design philosophy that I can barely believe you would think was universal?
gizmo33 said:It's like as if I were to read a module where bugbears and kobolds are working together and say "that's absurd". Don't you think such a statement would require an explanation?
Andre said:Allowing choice (I assume) refers to allowing the characters to make meaningful choices in the module. Unless someone is playing a complete railroad (*cough*Dragonlance*cough*), character/player choice is critical to a good adventure.
Andre said:Interestingly enough, I don't see those criticisms as part of TW's list. Quas seemed (if I understood correctly) to object most to the lack of background and detail, illogical or unreasonable (to him) situations, and the like. Since many other posters have said that's not a critical issue for them, should that be a sign of good design, or just a consumer preference, like chocolate vs. vanilla?