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What does well designed mean?
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<blockquote data-quote="Hussar" data-source="post: 2944616" data-attributes="member: 22779"><p>I can accept that. I don't necessarily ascribe to it, but I can see the appeal.</p><p></p><p>Something I have realized as I've gotten older. For me, I still really enjoy running a game. I do, I like to DM. What I don't like is spending large amounts of time preparing for a game. That's why I like modules. It cuts my prep down. However, if the module is only a bare skeleton, then I have to do more preparation to make the module function in the game. For me, that is not fun. I like running the game, I don't particularly enjoy prepping.</p><p></p><p>To me, there has never been a sense that I am going to "discover what happens next," in a module because, as a DM, I always know what's going to happen next. Or, at least, I have a pretty good idea. I know if they go into corridor A they are going to meet creature B. By having a more fleshed out Dungeon, I get a reactive environment. I can always remove or change the plot, which I find easier than making one up on my own.</p><p></p><p>To me, the best adventure, or any gaming resource, is one I can use right after reading. If it takes me several hours to finish the adventure because the developer only hands me a skeleton, then I don't consider that good design. Good design should be playable ASAP.</p><p></p><p>I really wonder if this is some of the root of the disagreement with some of WOTC's recent decisions. Look at the number of people pointing fingers at the new PrC format or the new monster format. People have leveled the criticism that the new format is too wordy, bloated. To me, it's great, because it means that I have less work to do.</p><p></p><p>To me, prep is not fun. Gaming is fun. DMing in the game is fun. Sitting at my desk and banging away on my computer during the week between games is not fun. For me.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2944616, member: 22779"] I can accept that. I don't necessarily ascribe to it, but I can see the appeal. Something I have realized as I've gotten older. For me, I still really enjoy running a game. I do, I like to DM. What I don't like is spending large amounts of time preparing for a game. That's why I like modules. It cuts my prep down. However, if the module is only a bare skeleton, then I have to do more preparation to make the module function in the game. For me, that is not fun. I like running the game, I don't particularly enjoy prepping. To me, there has never been a sense that I am going to "discover what happens next," in a module because, as a DM, I always know what's going to happen next. Or, at least, I have a pretty good idea. I know if they go into corridor A they are going to meet creature B. By having a more fleshed out Dungeon, I get a reactive environment. I can always remove or change the plot, which I find easier than making one up on my own. To me, the best adventure, or any gaming resource, is one I can use right after reading. If it takes me several hours to finish the adventure because the developer only hands me a skeleton, then I don't consider that good design. Good design should be playable ASAP. I really wonder if this is some of the root of the disagreement with some of WOTC's recent decisions. Look at the number of people pointing fingers at the new PrC format or the new monster format. People have leveled the criticism that the new format is too wordy, bloated. To me, it's great, because it means that I have less work to do. To me, prep is not fun. Gaming is fun. DMing in the game is fun. Sitting at my desk and banging away on my computer during the week between games is not fun. For me. [/QUOTE]
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