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"Speaker in Dreams" is one of the twinkiest adventures ever written
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<blockquote data-quote="starkad" data-source="post: 436820" data-attributes="member: 6803"><p>There's a theme here, in the bashing of this module, that I find a little disturbing.</p><p></p><p>Some of them don't follow it, but a majority of them do...</p><p></p><p>If you run a module as 'vanilla' and quoted directly from the book... Of course it will be dull and boring and 'not special'. You need to, as a GM, invest time and loving care into everything you do. You need to read the module 10-20 times all the way through, before you run it. You then need to say to yourself 'Hm... Well this X monster doesn't fit well for my game... Let me modify it like this.. And add this plot element... And ah ha! Perfect!'</p><p></p><p>Modules are like the D&D game in general... Great to use as an outline, but very free form and wanting attention and change at every turn.</p><p></p><p>There has yet to be a single module to me that, run as vanilla, worked great. There always needs to be fleshing out. If you devote time and interest to a module, and revamp it so that it works in your game better... It will show, and not only will your players like it more, you will too.</p><p></p><p>Which brings me to another point.... Just because -you- don't like it, doesn't mean your players won't. I've run several modules that I utterly detested, but my players loved it. It took me a while to get over my selfishness(that's exactly what it was for me.. Wanting to control it for my pleasure all the time), but when I did, I enjoyed it more, because I didn't take it personally. Yes, I need to have fun running a game, or I lose interest... But I can throw in minor 'off the cuff' or 'winged' ideas that really make my game more interesting to me, and keep my interest, if I don't like what's going on.</p><p></p><p>That's the key to being a good GM... Being able to recognize flaws and change them as you go for fun and coherence.</p></blockquote><p></p>
[QUOTE="starkad, post: 436820, member: 6803"] There's a theme here, in the bashing of this module, that I find a little disturbing. Some of them don't follow it, but a majority of them do... If you run a module as 'vanilla' and quoted directly from the book... Of course it will be dull and boring and 'not special'. You need to, as a GM, invest time and loving care into everything you do. You need to read the module 10-20 times all the way through, before you run it. You then need to say to yourself 'Hm... Well this X monster doesn't fit well for my game... Let me modify it like this.. And add this plot element... And ah ha! Perfect!' Modules are like the D&D game in general... Great to use as an outline, but very free form and wanting attention and change at every turn. There has yet to be a single module to me that, run as vanilla, worked great. There always needs to be fleshing out. If you devote time and interest to a module, and revamp it so that it works in your game better... It will show, and not only will your players like it more, you will too. Which brings me to another point.... Just because -you- don't like it, doesn't mean your players won't. I've run several modules that I utterly detested, but my players loved it. It took me a while to get over my selfishness(that's exactly what it was for me.. Wanting to control it for my pleasure all the time), but when I did, I enjoyed it more, because I didn't take it personally. Yes, I need to have fun running a game, or I lose interest... But I can throw in minor 'off the cuff' or 'winged' ideas that really make my game more interesting to me, and keep my interest, if I don't like what's going on. That's the key to being a good GM... Being able to recognize flaws and change them as you go for fun and coherence. [/QUOTE]
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"Speaker in Dreams" is one of the twinkiest adventures ever written
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