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<blockquote data-quote="katahn" data-source="post: 4179970" data-attributes="member: 65004"><p>I have to agree that the MM is something I don't want to see bogged down with plot ideas. Honestly it isn't the place for it for a variety of reasons.</p><p></p><p>1. Players have easy access to the MM, meaning I'd almost certainly have to retool the plot ideas anyway. Yes this can also be done with pre-published modules, but I don't use those either. Either way, I'd rather see more actual monsters in there with just enough fluff to inspire my own plot ideas at most.</p><p></p><p>2. Minimal fluff, the bare outlines of campaign-specific material, leaves it more easily plugged into a wide variety of campaign worlds. The world-specific implementations of everything from the bodak to the tarrasque to the succubus can be left in CS books where it belongs.</p><p></p><p>3. Some of the specifics asked for, such as "how long does it take for a creature to perform XYZ ritual" really is best answered by "well, how much of the result of that ritual do you want the players to deal with?" Like someone else said: if you want lots of shadow minions, make the ritual fast/easy for the shadow lord and if you don't... make it harder.</p><p></p><p>From what I understand the entire point of 4e is to make "on the fly" DMing just a little easier for those times when players don't follow the expected path or the DM just might not have the time to completely prepare a night's adventure. Not every question has to be answered in advance, nor every plot point scripted out. Sometimes the best thing to do is extensively plan, sometimes it is not.</p></blockquote><p></p>
[QUOTE="katahn, post: 4179970, member: 65004"] I have to agree that the MM is something I don't want to see bogged down with plot ideas. Honestly it isn't the place for it for a variety of reasons. 1. Players have easy access to the MM, meaning I'd almost certainly have to retool the plot ideas anyway. Yes this can also be done with pre-published modules, but I don't use those either. Either way, I'd rather see more actual monsters in there with just enough fluff to inspire my own plot ideas at most. 2. Minimal fluff, the bare outlines of campaign-specific material, leaves it more easily plugged into a wide variety of campaign worlds. The world-specific implementations of everything from the bodak to the tarrasque to the succubus can be left in CS books where it belongs. 3. Some of the specifics asked for, such as "how long does it take for a creature to perform XYZ ritual" really is best answered by "well, how much of the result of that ritual do you want the players to deal with?" Like someone else said: if you want lots of shadow minions, make the ritual fast/easy for the shadow lord and if you don't... make it harder. From what I understand the entire point of 4e is to make "on the fly" DMing just a little easier for those times when players don't follow the expected path or the DM just might not have the time to completely prepare a night's adventure. Not every question has to be answered in advance, nor every plot point scripted out. Sometimes the best thing to do is extensively plan, sometimes it is not. [/QUOTE]
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