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What does well designed mean?
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<blockquote data-quote="Akrasia" data-source="post: 2944642" data-attributes="member: 23012"><p>I'm busy in my life as well, so I like modules too.  </p><p></p><p>But I definitely prefer the 'bare skeleton' version, since I'm quite happy to fill in the details myself!  It is easy to do, not tedious (unlike statting up NPCs and monsters), and a module that is only skeletal in form is easy to fit into most campaign settings.</p><p></p><p>This is why I love the 'Keep on the Borderlands' model.  That module takes care of all the boring stuff (plans for the keep, stats for the monsters, etc.), while being 'skeletal' enough to let me add my own creative touches (make the secret 'evil priest' in the keep a beautiful woman who worships the Goddess 'Xathia') and fit it into my campaign setting.</p><p></p><p></p><p></p><p>Wow, that's rather sad.   :\ </p><p></p><p>For me, 80 percent of the fun <em>is</em> finding out 'what happens next'.  Players often surprise me.  </p><p></p><p>That's another reason I like 'site-based' as opposed to 'plot-based' adventures -- the former kind let me see where the <em>players</em> go, as opposed to forcing some 'story' on them.</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2944642, member: 23012"] I'm busy in my life as well, so I like modules too. But I definitely prefer the 'bare skeleton' version, since I'm quite happy to fill in the details myself! It is easy to do, not tedious (unlike statting up NPCs and monsters), and a module that is only skeletal in form is easy to fit into most campaign settings. This is why I love the 'Keep on the Borderlands' model. That module takes care of all the boring stuff (plans for the keep, stats for the monsters, etc.), while being 'skeletal' enough to let me add my own creative touches (make the secret 'evil priest' in the keep a beautiful woman who worships the Goddess 'Xathia') and fit it into my campaign setting. Wow, that's rather sad. :\ For me, 80 percent of the fun [i]is[/i] finding out 'what happens next'. Players often surprise me. That's another reason I like 'site-based' as opposed to 'plot-based' adventures -- the former kind let me see where the [i]players[/i] go, as opposed to forcing some 'story' on them. [/QUOTE]
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