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<blockquote data-quote="ThirdWizard" data-source="post: 2453059" data-attributes="member: 12037"><p>Re: Objectivity and "Taste" (from an Academic Standpoint)</p><p></p><p>Stating that you can't determine whether something is good or not because of different tastes is not valid. That sounds an awful like middle school poetry writing where the teacher will say something along the lines of "be creative, there is no wrong way to write." Which is completely and utterly false. There are many wrong ways to write, and many correct ways to write. Whether something is liked or hated has little to do with this, as any literary scholar will attest. </p><p></p><p>The same goes for film, and other forms of entertainment. In the area of music, for example, there are many songs that arn't objectively good but very popular, and when discussing the merits of such things it is important to realize the difference beween likeing something and considering something a good piece of work.</p><p></p><p>In the area of module design, I think we can also take a step back and look at aspects which make a module "good." This doesn't mean a good module in this sense are the ones that we find fun to play, it might be the exact opposite for many people. 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.</p><p></p><p>In summary, like all forms of entertainment, a module can be approached from an objective viewpoint and be assessed on those grounds without regard who how much an individual will find the module fun. Whether any modules in question are good or bad, I'm not going into; I havn't read them and I'm probably not qualified to give an accurate assessment of them anyway.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2453059, member: 12037"] Re: Objectivity and "Taste" (from an Academic Standpoint) Stating that you can't determine whether something is good or not because of different tastes is not valid. That sounds an awful like middle school poetry writing where the teacher will say something along the lines of "be creative, there is no wrong way to write." Which is completely and utterly false. There are many wrong ways to write, and many correct ways to write. Whether something is liked or hated has little to do with this, as any literary scholar will attest. The same goes for film, and other forms of entertainment. In the area of music, for example, there are many songs that arn't objectively good but very popular, and when discussing the merits of such things it is important to realize the difference beween likeing something and considering something a good piece of work. In the area of module design, I think we can also take a step back and look at aspects which make a module "good." This doesn't mean a good module in this sense are the ones that we find fun to play, it might be the exact opposite for many people. 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. In summary, like all forms of entertainment, a module can be approached from an objective viewpoint and be assessed on those grounds without regard who how much an individual will find the module fun. Whether any modules in question are good or bad, I'm not going into; I havn't read them and I'm probably not qualified to give an accurate assessment of them anyway. [/QUOTE]
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