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Rejecting the Premise in a Module
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<blockquote data-quote="Ringtail" data-source="post: 8054980" data-attributes="member: 7015570"><p>I'm sort of experiencing this right now. </p><p></p><p>My brother asked if he could run a game from a module. The last thing he tried to run was homebrew and he said he got pretty overwhelmed by it all.</p><p></p><p>We ran the first few adventures and enjoyed them, but the latter half are all just 3e Slog-fest dungeon crawls and its pretty boring. He also gave us a bunch of sidequests tied to our backstory. We adored the sidequests. We loved all the freedom and interactiveness of the world but now hemmed into this dungeon we're pretty bored. We're going along with it because we know its the adventure but we want to go back to the backstory stuff. Two of us are in the Thieves' Guild and we want to pull off some daring heist we have been talking about for months. </p><p></p><p>It sucks because my brother initially didn't want to do that much work in the game. We wanted a good module to run so he wouldn't have so much prep. Only the result is the module fell flat and the side-prep he did do sort of set an expectation of a more involved game. This also coincides with our switch from gaming at his house to playing on Roll20 because of COVID, so that could be related. </p><p></p><p>For the curious, we are running the Adventure Path that includes the Sunless Citadel. These adventures are connected, but very loosely. So the Sunless Citadel and Speaker of Dreams were a lot of fun, but the Heart of Nightfang Spire is just not that interesting. And unlike modern books or more structured APs, there isn't a strong thread to tie them all together.</p></blockquote><p></p>
[QUOTE="Ringtail, post: 8054980, member: 7015570"] I'm sort of experiencing this right now. My brother asked if he could run a game from a module. The last thing he tried to run was homebrew and he said he got pretty overwhelmed by it all. We ran the first few adventures and enjoyed them, but the latter half are all just 3e Slog-fest dungeon crawls and its pretty boring. He also gave us a bunch of sidequests tied to our backstory. We adored the sidequests. We loved all the freedom and interactiveness of the world but now hemmed into this dungeon we're pretty bored. We're going along with it because we know its the adventure but we want to go back to the backstory stuff. Two of us are in the Thieves' Guild and we want to pull off some daring heist we have been talking about for months. It sucks because my brother initially didn't want to do that much work in the game. We wanted a good module to run so he wouldn't have so much prep. Only the result is the module fell flat and the side-prep he did do sort of set an expectation of a more involved game. This also coincides with our switch from gaming at his house to playing on Roll20 because of COVID, so that could be related. For the curious, we are running the Adventure Path that includes the Sunless Citadel. These adventures are connected, but very loosely. So the Sunless Citadel and Speaker of Dreams were a lot of fun, but the Heart of Nightfang Spire is just not that interesting. And unlike modern books or more structured APs, there isn't a strong thread to tie them all together. [/QUOTE]
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