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The top 2 reasons why gaming groups break up (that you can control)
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<blockquote data-quote="random user" data-source="post: 1474204" data-attributes="member: 16581"><p>I think it depends on how well the DM can insert the pre-canned module, which in part depends on the DM and in part depends on the module.</p><p></p><p>I've seen too many modules that read like Everquest, which is fine, if you want Everquest.  But I don't want Everquest, I want something where the bad guy at the end ties into the main story, or the treasure is something the party has been hunting for a while, or... or something that I really care about.</p><p></p><p>I guess I'm just jaded but I don't want to "help the villagers that I will never see again" or "lift the curse of a town I will never go to again" (both of which I have done in the last 6 months).</p><p></p><p>My wish would be that adventure modules would focus more on ways to integrate it into an ongoing campaign rather than focusing on detailed NPC's and other details that I'll never see again and won't care about.  This is especially true because when I create my NPC's from scratch, I understand their personalities and motivations.  When I am forced to use a pre-canned NPC, and his description (or perhaps I should say his reactions to various events) is littered in various paragraphs over 10+ pages, it's a lot of memorizing to present this character realistically.  ("Oh you ask about his daughter?" <flip flip flip> <mumbles to self hrm where is that> "Oh he looks at you impatiently and says 'That's none of your business!'")</p><p></p><p>But I know of some players who care less about a story arc.  I'm not one of those people, and I wouldn't want to try and speak for them.  But for me, I think it would be more difficult to string together 10 pre-canned adventures into a coherent storyline with interwoven plots and NPC's that span multiple adventures, and motivations which span multiple adventures, than to just come up with 10 adventures that fit from scratch.</p><p></p><p>With that said, it wouldn't be out of the question for me to take a pre-canned adventure, remove all the NPC's, use the town maps (if applicable) and dungeon maps, and modifying some (or all) of the monsters, treasure, and traps, while keeping the room descriptions intact.  But then I feel like I got ripped off because I'm only using like 20% of the module.</p><p></p><p>If there were dungeon modules marketed that way ("bare bones" with some tips for integrating into current campaigns) I would be much more inclined to care about them.</p></blockquote><p></p>
[QUOTE="random user, post: 1474204, member: 16581"] I think it depends on how well the DM can insert the pre-canned module, which in part depends on the DM and in part depends on the module. I've seen too many modules that read like Everquest, which is fine, if you want Everquest. But I don't want Everquest, I want something where the bad guy at the end ties into the main story, or the treasure is something the party has been hunting for a while, or... or something that I really care about. I guess I'm just jaded but I don't want to "help the villagers that I will never see again" or "lift the curse of a town I will never go to again" (both of which I have done in the last 6 months). My wish would be that adventure modules would focus more on ways to integrate it into an ongoing campaign rather than focusing on detailed NPC's and other details that I'll never see again and won't care about. This is especially true because when I create my NPC's from scratch, I understand their personalities and motivations. When I am forced to use a pre-canned NPC, and his description (or perhaps I should say his reactions to various events) is littered in various paragraphs over 10+ pages, it's a lot of memorizing to present this character realistically. ("Oh you ask about his daughter?" <flip flip flip> <mumbles to self hrm where is that> "Oh he looks at you impatiently and says 'That's none of your business!'") But I know of some players who care less about a story arc. I'm not one of those people, and I wouldn't want to try and speak for them. But for me, I think it would be more difficult to string together 10 pre-canned adventures into a coherent storyline with interwoven plots and NPC's that span multiple adventures, and motivations which span multiple adventures, than to just come up with 10 adventures that fit from scratch. With that said, it wouldn't be out of the question for me to take a pre-canned adventure, remove all the NPC's, use the town maps (if applicable) and dungeon maps, and modifying some (or all) of the monsters, treasure, and traps, while keeping the room descriptions intact. But then I feel like I got ripped off because I'm only using like 20% of the module. If there were dungeon modules marketed that way ("bare bones" with some tips for integrating into current campaigns) I would be much more inclined to care about them. [/QUOTE]
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