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General Tabletop Discussion
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What constitutes "DM Friendly" adventure / module in your opinion?
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<blockquote data-quote="Anthony Pacheco" data-source="post: 7324907" data-attributes="member: 6932832"><p>Thanks everyone for the replies. That was awesome. Here's my take:</p><p></p><p><strong>Book Mechanics:</strong> Clear maps that can be used in a Virtual Table Top (VTT) program by having the map key in the module text rather than on the map. PDFs even for people who buy the print version. Quality hardcover book printed in color on thick paper you can write on. Module text dedicated to describing dynamic monsters and NPCs that could change tactics based on their overall motives and PC actions. Good stat blocks that are easy to read. Proper developmental editing from an experienced RPG-savvy editor and comprehensive, not token, play-testing.</p><p></p><p><strong>Prioritized Lore:</strong> Lore that directly impacts the PCs has priority over descriptive text that has no consequence to the current adventure but may be beneficial to the DM in other ways (such as modifying their own game world). The Dame with a lore-based secret isn’t as interesting as the Dame with a lore-based secret that motivates her to help or hinder the PCs based on what they do and say.</p><p><strong></strong></p><p><strong>Prioritized Setting:</strong> Related, setting the PCs most likely will be interested in has priority with description and narrative (and maps!).</p><p><strong></strong></p><p><strong>Impactful Encounters</strong>: A big time suck: re-writing encounters. DM friendly encounters aren't just clear and concise, they are all impactful and have weight. There are no fluffy-bunny fro-fro encounters of attrition shoved into the module either as filler to get the PCs experience points so they can challenge the Big Bad the module writers are over-enamored with to the exclusion of the journey to get to the Big Bad. I don't want encounters that make some narrative point rather than the PCs making the narrative points, pad the page count or other dubious reasons not having anything to do with adventures DMs want to run. Most combat encounter should have the capability of dropping heroes to the ground, and if the players don’t combined arms, death or TPK. DMs should not be spending the time making the encounter harder; there should simply be an option to make it easier.</p><p><strong></strong></p><p><strong>Dynamic Plot and Villains based on PC Actions:</strong> Another time sink for DMs running a campaign. The PCs do things, and it impacts the world in “real-time.” They do more on their day-to-day interactions than change the life of a stable-boy tipped 100 GP. PCs can influence, and be influenced by, the story’s movers and shakers because <em>they themselves are movers and shakers.</em> Good plot and good villains in a living, breathing game are dynamic based on motives. If the players wanted static quest givers with explanation points over their heads, they would play a MMO designed in the early 2000’s.</p><p></p><p><strong>Cohesive Adventuring in an Adventure Path:</strong> An adventure path should take a character from Level 1 to Level 20 (or several levels beyond) with a distinctive end. Doing that without putting PCs (or, just admit it, your <em>players</em>) on rails is no easy task, but it is possible with hard work and play testing. The adventure should provide a foundation for the next in a manner that seems organic and plausible. Modules that come next should anticipate several major possibilities of the prior adventure and dedicate text to help the DM transition his or her players into the next part of the game world without negating their prior hard-won efforts.</p><p></p><p>Thanks guys. I'm thrilled that 5E is so vibrant now (as compared to 4E). It's inspiring.</p><p></p><p>Later,</p><p>Anthony (<a href="http://www.griffonloregames.com" target="_blank">www.griffonloregames.com</a>)</p></blockquote><p></p>
[QUOTE="Anthony Pacheco, post: 7324907, member: 6932832"] Thanks everyone for the replies. That was awesome. Here's my take: [B]Book Mechanics:[/B] Clear maps that can be used in a Virtual Table Top (VTT) program by having the map key in the module text rather than on the map. PDFs even for people who buy the print version. Quality hardcover book printed in color on thick paper you can write on. Module text dedicated to describing dynamic monsters and NPCs that could change tactics based on their overall motives and PC actions. Good stat blocks that are easy to read. Proper developmental editing from an experienced RPG-savvy editor and comprehensive, not token, play-testing. [B]Prioritized Lore:[/B] Lore that directly impacts the PCs has priority over descriptive text that has no consequence to the current adventure but may be beneficial to the DM in other ways (such as modifying their own game world). The Dame with a lore-based secret isn’t as interesting as the Dame with a lore-based secret that motivates her to help or hinder the PCs based on what they do and say. [B] Prioritized Setting:[/B] Related, setting the PCs most likely will be interested in has priority with description and narrative (and maps!). [B] Impactful Encounters[/B]: A big time suck: re-writing encounters. DM friendly encounters aren't just clear and concise, they are all impactful and have weight. There are no fluffy-bunny fro-fro encounters of attrition shoved into the module either as filler to get the PCs experience points so they can challenge the Big Bad the module writers are over-enamored with to the exclusion of the journey to get to the Big Bad. I don't want encounters that make some narrative point rather than the PCs making the narrative points, pad the page count or other dubious reasons not having anything to do with adventures DMs want to run. Most combat encounter should have the capability of dropping heroes to the ground, and if the players don’t combined arms, death or TPK. DMs should not be spending the time making the encounter harder; there should simply be an option to make it easier. [B] Dynamic Plot and Villains based on PC Actions:[/B] Another time sink for DMs running a campaign. The PCs do things, and it impacts the world in “real-time.” They do more on their day-to-day interactions than change the life of a stable-boy tipped 100 GP. PCs can influence, and be influenced by, the story’s movers and shakers because [I]they themselves are movers and shakers.[/I] Good plot and good villains in a living, breathing game are dynamic based on motives. If the players wanted static quest givers with explanation points over their heads, they would play a MMO designed in the early 2000’s. [B]Cohesive Adventuring in an Adventure Path:[/B] An adventure path should take a character from Level 1 to Level 20 (or several levels beyond) with a distinctive end. Doing that without putting PCs (or, just admit it, your [I]players[/I]) on rails is no easy task, but it is possible with hard work and play testing. The adventure should provide a foundation for the next in a manner that seems organic and plausible. Modules that come next should anticipate several major possibilities of the prior adventure and dedicate text to help the DM transition his or her players into the next part of the game world without negating their prior hard-won efforts. Thanks guys. I'm thrilled that 5E is so vibrant now (as compared to 4E). It's inspiring. Later, Anthony ([url]www.griffonloregames.com[/url]) [/QUOTE]
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