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Sorry - I think the point was missed...
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<blockquote data-quote="SWBaxter" data-source="post: 2401879" data-attributes="member: 27926"><p>Hmm. I would have bet money that default assumption must be held by the designers of 3E, because it seems to me that 3E sought, above all else, to standardize the tools used in content design and as a result encourage DMs to engage in such design. The alternative viewpoint - that DMing should not require substantial content design activity - is not well-supported either by the 3E (and now 3.5E) core rules or by WOTC's other products.</p><p> </p><p></p><p> </p><p>Absolutely - unless one's needs happen to gibe exactly with what the author had in mind, the reason for any change made is going to be "to fit my needs". I might be dense, but I don't see how starting a response that way would invalidate any objection to your point. My needs might include detailing the NPCs met in the various home base towns, or working out bridge adventures between the modules, or converting the stats to 3.5E, or any of a dozen other completely ordinary activities that don't really involve major changes to the module's basic design but nevertheless consume some hours worth of time. Or my needs might include more fundamental changes that do change design elements, like fitting the adventure into a homebrew world where some of the module's creatures don't exist, and that also seems to me to be a completely legitimate use of the adventure. </p><p> </p><p>I really think that any plan to ease a DM's workload by getting DMs out of the content design business is doomed to failure. Part of what inspires people to sit on the lonely side of the screen is the ability to put their own creations out there, be they a whole world or just a new template on a critter. Remove that, and you're a good chunk of the way towards removing the DM/player distinction altogether. Which may be a desireable goal, I dunno, but it doesn't look to me like 3E was trying to move in that direction.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2401879, member: 27926"] Hmm. I would have bet money that default assumption must be held by the designers of 3E, because it seems to me that 3E sought, above all else, to standardize the tools used in content design and as a result encourage DMs to engage in such design. The alternative viewpoint - that DMing should not require substantial content design activity - is not well-supported either by the 3E (and now 3.5E) core rules or by WOTC's other products. Absolutely - unless one's needs happen to gibe exactly with what the author had in mind, the reason for any change made is going to be "to fit my needs". I might be dense, but I don't see how starting a response that way would invalidate any objection to your point. My needs might include detailing the NPCs met in the various home base towns, or working out bridge adventures between the modules, or converting the stats to 3.5E, or any of a dozen other completely ordinary activities that don't really involve major changes to the module's basic design but nevertheless consume some hours worth of time. Or my needs might include more fundamental changes that do change design elements, like fitting the adventure into a homebrew world where some of the module's creatures don't exist, and that also seems to me to be a completely legitimate use of the adventure. I really think that any plan to ease a DM's workload by getting DMs out of the content design business is doomed to failure. Part of what inspires people to sit on the lonely side of the screen is the ability to put their own creations out there, be they a whole world or just a new template on a critter. Remove that, and you're a good chunk of the way towards removing the DM/player distinction altogether. Which may be a desireable goal, I dunno, but it doesn't look to me like 3E was trying to move in that direction. [/QUOTE]
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