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Shane Hensley comments on the RPG industry
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<blockquote data-quote="mkletch" data-source="post: 424876" data-attributes="member: 3396"><p>Some gaming groups will simply roll up new characters after a TPK and keep going in one fashion or another. We don't like to do that; it cheapens (at least for us) the new characters, the second-stringers. If we simply start the module over with new organically grown characters, then we all come into the module with meta-game knowledge, and that spoils it a bit. The mystery/discovery is gone.</p><p></p><p>Binding three-five modules into a mega-mod does not make it more deadly to the characters. But is it more deadly to the player's wallets. Yes, I would rather spend $12 on each of three modules than spend $30 to get them all together in one binding. If bound together, I and the other players in my group lose flexibility. If we die early, the later modules (if separate) can be ignored (if not yet purchased), or somehow fit into another campaign (if already purchased). But a mega-mod is not well 'chapterized', if I can make up a term. Segments of it cannot be easily separated from the whole.</p><p></p><p>I have to consider the mod as a whole, which is fine if the players want to be led by the nose toward a specific end. When one guy in your group shells out big bucks for a mega-mod, the other players will feel a certain responsibility to run it, even if they want to do other things. If I want my character to do something beyond the scope of the mega-mod, there is a chance that the campaign will follow the new tangent, rather than the mod. Then he wasted his $30. If it is in separate modules that comprise chapters of the whole, the players (and therefore the characters also) have much more flexibility in their decision making. "No. I don't want to go into the Inner Fane. I've faced horrible death too many times and just want to go fight a more managable evil today." A mega-mod robs the players of this option, unless they are willing to screw their DM. Look at 1st ed modules. There were so many of them, with variety at each character level. So you did what seemed cool <em>to your particular gaming group</em>, not some designer who bundled the mega-mod that <strong>he</strong> thought would be really cool.</p><p></p><p>Flexibility is the strength of the SRD/d20, for both players, DMs/GMs and designers. Products that limit flexibility should fall off. If RttTEE were published as 4-5 self contained but plot-linked modules, even if it cost more, it would have been a better investment.</p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 424876, member: 3396"] Some gaming groups will simply roll up new characters after a TPK and keep going in one fashion or another. We don't like to do that; it cheapens (at least for us) the new characters, the second-stringers. If we simply start the module over with new organically grown characters, then we all come into the module with meta-game knowledge, and that spoils it a bit. The mystery/discovery is gone. Binding three-five modules into a mega-mod does not make it more deadly to the characters. But is it more deadly to the player's wallets. Yes, I would rather spend $12 on each of three modules than spend $30 to get them all together in one binding. If bound together, I and the other players in my group lose flexibility. If we die early, the later modules (if separate) can be ignored (if not yet purchased), or somehow fit into another campaign (if already purchased). But a mega-mod is not well 'chapterized', if I can make up a term. Segments of it cannot be easily separated from the whole. I have to consider the mod as a whole, which is fine if the players want to be led by the nose toward a specific end. When one guy in your group shells out big bucks for a mega-mod, the other players will feel a certain responsibility to run it, even if they want to do other things. If I want my character to do something beyond the scope of the mega-mod, there is a chance that the campaign will follow the new tangent, rather than the mod. Then he wasted his $30. If it is in separate modules that comprise chapters of the whole, the players (and therefore the characters also) have much more flexibility in their decision making. "No. I don't want to go into the Inner Fane. I've faced horrible death too many times and just want to go fight a more managable evil today." A mega-mod robs the players of this option, unless they are willing to screw their DM. Look at 1st ed modules. There were so many of them, with variety at each character level. So you did what seemed cool [i]to your particular gaming group[/i], not some designer who bundled the mega-mod that [b]he[/b] thought would be really cool. Flexibility is the strength of the SRD/d20, for both players, DMs/GMs and designers. Products that limit flexibility should fall off. If RttTEE were published as 4-5 self contained but plot-linked modules, even if it cost more, it would have been a better investment. -Fletch! [/QUOTE]
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