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What do you Want in a Module?
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<blockquote data-quote="pemerton" data-source="post: 5441602" data-attributes="member: 42582"><p>EW, my guess is that by "good story" is meant something like "game elements - NPCs, situations, conflicts etc - that are thematically and narratively compelling, and that I probably wouldn't have come up with on my own".</p><p></p><p>I gave some examples above in relation to Bastion of Broken Souls: imprisoned gods, angels who are living locks, hags who learn the secrets of the univese by reading them in dreams. Not to mention the whole premise of that adventure - that babies are being born without their souls, which have been "stolen" by some supernatural force/entity.</p><p></p><p>All of these contribute to the possibility of a "good story". For me, this contrasts pretty strongly with a module like The Sunless Citadel, which (to the best of my memory - I've read it but not run it, precisely because it didn't impress me) has no comparably engaging initial premise or game elements likely to be brought into play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5441602, member: 42582"] EW, my guess is that by "good story" is meant something like "game elements - NPCs, situations, conflicts etc - that are thematically and narratively compelling, and that I probably wouldn't have come up with on my own". I gave some examples above in relation to Bastion of Broken Souls: imprisoned gods, angels who are living locks, hags who learn the secrets of the univese by reading them in dreams. Not to mention the whole premise of that adventure - that babies are being born without their souls, which have been "stolen" by some supernatural force/entity. All of these contribute to the possibility of a "good story". For me, this contrasts pretty strongly with a module like The Sunless Citadel, which (to the best of my memory - I've read it but not run it, precisely because it didn't impress me) has no comparably engaging initial premise or game elements likely to be brought into play. [/QUOTE]
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