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General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
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<blockquote data-quote="Ruin Explorer" data-source="post: 8056113" data-attributes="member: 18"><p>Sounds similar to me, frankly, and it's part of why I stopped using modules as much (that and so many are so bad).</p><p></p><p></p><p></p><p>Couldn't agree more.</p><p></p><p>I just don't think that the PCs going "Well, we've got a pirate ship, and pirate hats, and no moral objections to piracy, what say we become pirates?" to a chorus of "AYE MATEY!"s is the same as one of the PCs deciding he's going to start blasting up the friendly NPCs with his .50 caliber electrothermally-enhanced Desert Eagles (CP2020 man!), which I have seen happen.</p><p></p><p>Sabotage and a change of direction from what the module intended are different things.</p><p></p><p>And I said, I think it's very often neither the players nor the DM who are particularly responsible, as much as the module author is. I've seen a lot of bad modules, particularly APs, filled with bad assumptions and bad ideas. I've had to work extensively to fix them. I had to basically re-write an entire book-length adventure for Aeon/Trinity once, which was definitely more effort than just writing an adventure of similar length. I think if my brother had been Storyteller, he'd have run it, and then hit the car-crash section in the middle, and would have struggled to get through it. I did even with extensive re-writes.</p><p></p><p></p><p></p><p>Straw-manning is not engaging in a rational argument, dude. You're not actually discussing what I've actually said, but your strange interpretation of it. If you want to discuss my actual points, I'm happy to do so, but you can argue your made-up ones with yourself.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8056113, member: 18"] Sounds similar to me, frankly, and it's part of why I stopped using modules as much (that and so many are so bad). Couldn't agree more. I just don't think that the PCs going "Well, we've got a pirate ship, and pirate hats, and no moral objections to piracy, what say we become pirates?" to a chorus of "AYE MATEY!"s is the same as one of the PCs deciding he's going to start blasting up the friendly NPCs with his .50 caliber electrothermally-enhanced Desert Eagles (CP2020 man!), which I have seen happen. Sabotage and a change of direction from what the module intended are different things. And I said, I think it's very often neither the players nor the DM who are particularly responsible, as much as the module author is. I've seen a lot of bad modules, particularly APs, filled with bad assumptions and bad ideas. I've had to work extensively to fix them. I had to basically re-write an entire book-length adventure for Aeon/Trinity once, which was definitely more effort than just writing an adventure of similar length. I think if my brother had been Storyteller, he'd have run it, and then hit the car-crash section in the middle, and would have struggled to get through it. I did even with extensive re-writes. Straw-manning is not engaging in a rational argument, dude. You're not actually discussing what I've actually said, but your strange interpretation of it. If you want to discuss my actual points, I'm happy to do so, but you can argue your made-up ones with yourself. [/QUOTE]
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