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What does well designed mean?
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<blockquote data-quote="Hussar" data-source="post: 3686236" data-attributes="member: 22779"><p>Whoa, threadomancy.</p><p></p><p>I'm still of the opinion that well designed, or to use JMuchellio's definition - well exectute, products are ones that can be used with a minimum of work.  The more work the user is required to do in order to use a product, the worse the design is.</p><p></p><p>An adventure site is not the same thing as a module.  An adventure site, like WOTC's Fantastic Locations, are not complete adventures and are not marketed as such.  They are simply a place which can be parachuted in by the DM.  The expectation is that the DM will have to do some work in order to slot that product into his campaign.</p><p></p><p>A poorly designed adventure location would be boring, or perhaps cliche.</p><p></p><p>But, a module is different.  It's not a single location (usually).  It's an entire "episode" for lack of a better word.  Modules are pretty much all the same in form in that they have a pretty defined beginning, middle and end.  Even going back to Keep on the Borderland, there is a vaguely defined beginning and end - you start in the kobold caves and end in the evil temple cave.  Going too far out of order gets you killed.</p><p></p><p>That's my big beef with something like KotB or other skeleton modules.  They are basically just adventure locations parading as modules.  The expectation is that the DM is going to have to sit down and fill in all the bits that were left out.  But, IMHO, a module shouldn't have large bits left out.  That's why I'm buying a module - so I don't have to do that work.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3686236, member: 22779"] Whoa, threadomancy. I'm still of the opinion that well designed, or to use JMuchellio's definition - well exectute, products are ones that can be used with a minimum of work. The more work the user is required to do in order to use a product, the worse the design is. An adventure site is not the same thing as a module. An adventure site, like WOTC's Fantastic Locations, are not complete adventures and are not marketed as such. They are simply a place which can be parachuted in by the DM. The expectation is that the DM will have to do some work in order to slot that product into his campaign. A poorly designed adventure location would be boring, or perhaps cliche. But, a module is different. It's not a single location (usually). It's an entire "episode" for lack of a better word. Modules are pretty much all the same in form in that they have a pretty defined beginning, middle and end. Even going back to Keep on the Borderland, there is a vaguely defined beginning and end - you start in the kobold caves and end in the evil temple cave. Going too far out of order gets you killed. That's my big beef with something like KotB or other skeleton modules. They are basically just adventure locations parading as modules. The expectation is that the DM is going to have to sit down and fill in all the bits that were left out. But, IMHO, a module shouldn't have large bits left out. That's why I'm buying a module - so I don't have to do that work. [/QUOTE]
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