Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 8055896" data-attributes="member: 18"><p>I couldn't agree less.</p><p></p><p>If the stock module has such an uncompelling scenario that the PCs decide to go rogue half-way through it, the fault lies in exactly two places:</p><p></p><p>1) The module writer for writing a terrible module/unengaging. A lot of WotC modules are pretty bad. Now, before anyone faints from horror, some are also good, but it's actually shocking to me how many really, really aren't good, or have really weak elements. I didn't actually realize quite how bad a few of them were until lockdown, when we tried some. One was so downright bad it had World of Warcraft-style fetch quests thrown at the PCs within minutes of starting it. The party resolved this by saying "no" to the NPC demanding them, and just forcibly evacuating him, but what the hell was the writer thinking? They clearly believed PCs would mindlessly go along with these frankly ludicrous requests - it was like the US National Guard turning up outside your house, when huge bomb blast has gone off less than a mile down the road, and an entire small town been destroyed, and fires still raging, and telling you to evacuate, and instead you're like "Well, okay, maybe, but I need you to make me a coffee, pick some apples in my garden, and shine my shoes first!" (said NPC was not senile or mentally ill, which might have excused it and warranted gentler treatment). You'd be lucky if they didn't just leave you to die. Another one just didn't understand movement rules, or allow for a bunch of really basic possibilities, and had a pretty weaksauce plot (also they got FR heraldry wrong, though that is honestly a nitpick), and didn't have maps for a couple of pretty important encounters (lovely non-functional town map though!).</p><p></p><p>I could go on and on but a lot of pre-built modules are really weakly designed, both WotC and third-party.</p><p></p><p>2) The DM for picking the module and not managing to make it compelling, either by how he presented it, or, if necessary, by modifying and tweaking it to make it more engaging for his group.</p><p></p><p>The players can't judge what module, because they obviously can't pre-read it. It's all very well for the DM to say that he wants to run something, and the players to go "sounds good", but when he reads it, he should be able to tell if parts are weak or strong, if it's going to work or not, and so on. They cannot be held responsible just because they agreed to play a module. That's a ludicrous idea akin to saying they have to go along with railroading in a homebrew campaign. Only if they agreed to that, specifically, should they.</p><p></p><p>The less experienced the DM is, the more the weight of blame falls on the module itself, particularly if it presented itself as accessible, for beginners/new DMs, and so on.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8055896, member: 18"] I couldn't agree less. If the stock module has such an uncompelling scenario that the PCs decide to go rogue half-way through it, the fault lies in exactly two places: 1) The module writer for writing a terrible module/unengaging. A lot of WotC modules are pretty bad. Now, before anyone faints from horror, some are also good, but it's actually shocking to me how many really, really aren't good, or have really weak elements. I didn't actually realize quite how bad a few of them were until lockdown, when we tried some. One was so downright bad it had World of Warcraft-style fetch quests thrown at the PCs within minutes of starting it. The party resolved this by saying "no" to the NPC demanding them, and just forcibly evacuating him, but what the hell was the writer thinking? They clearly believed PCs would mindlessly go along with these frankly ludicrous requests - it was like the US National Guard turning up outside your house, when huge bomb blast has gone off less than a mile down the road, and an entire small town been destroyed, and fires still raging, and telling you to evacuate, and instead you're like "Well, okay, maybe, but I need you to make me a coffee, pick some apples in my garden, and shine my shoes first!" (said NPC was not senile or mentally ill, which might have excused it and warranted gentler treatment). You'd be lucky if they didn't just leave you to die. Another one just didn't understand movement rules, or allow for a bunch of really basic possibilities, and had a pretty weaksauce plot (also they got FR heraldry wrong, though that is honestly a nitpick), and didn't have maps for a couple of pretty important encounters (lovely non-functional town map though!). I could go on and on but a lot of pre-built modules are really weakly designed, both WotC and third-party. 2) The DM for picking the module and not managing to make it compelling, either by how he presented it, or, if necessary, by modifying and tweaking it to make it more engaging for his group. The players can't judge what module, because they obviously can't pre-read it. It's all very well for the DM to say that he wants to run something, and the players to go "sounds good", but when he reads it, he should be able to tell if parts are weak or strong, if it's going to work or not, and so on. They cannot be held responsible just because they agreed to play a module. That's a ludicrous idea akin to saying they have to go along with railroading in a homebrew campaign. Only if they agreed to that, specifically, should they. The less experienced the DM is, the more the weight of blame falls on the module itself, particularly if it presented itself as accessible, for beginners/new DMs, and so on. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
Top