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What does well designed mean?
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<blockquote data-quote="Janx" data-source="post: 3689677" data-attributes="member: 8835"><p>This line of thought is being expressed by a number of folks:</p><p>The point of view that quality is subjective and you can't quantitatively define it such that a majority of people will agree something is quality.</p><p></p><p>I argue that pursuing this line of thought is fruitless.  Since the extreme outcome of it is "nobody can agree on anything because beauty is in the eye of the beholder", you can't get a useful set of tips on how to make a module a better design.  Therefore, any train of thought that eliminates the ability to codify the problem isn't useful (in the context of actually trying to solve the problem in a reasonable fashion).</p><p></p><p>It is a true that no two people will value and compare 2 modules the same way.  It is also true that if there were a set of "module design rules", somebody could defy those rules and produce the world's best module.</p><p></p><p>However, I suspect that for most modules, if there module design guidelines existed and were followed, the module would be better designed than not following them.  In all processes, there must exist rule 0, which is "ignore the other rules if they impede a better solution".</p><p></p><p>The "module design guidelines" are what I believe the OP is asking for ideas on.  Arguing that you can't create such guidelines is not what the OP asked for (and thus is off-topic).</p><p></p><p>Earlier in this thread, Jmuchicelo brought up some great points on where a module goes bad (bad logic, bad balance, inconsistency, etc).  Rycanda's got a great thread going on encounter design (his thesis being, adopt a format that makes sure you have enough components for a well designed encounter).</p><p></p><p>Turning these ideas into well written design tips will most likely help people writing modules (or adventures for their home game) do a better, consistent job.  It will certainly reduce the number of bugs in a module.  I suspect more than a few people could learn something about how to design a good module/adventure, just by considering the ideas in this thread, and refining their own methods.</p></blockquote><p></p>
[QUOTE="Janx, post: 3689677, member: 8835"] This line of thought is being expressed by a number of folks: The point of view that quality is subjective and you can't quantitatively define it such that a majority of people will agree something is quality. I argue that pursuing this line of thought is fruitless. Since the extreme outcome of it is "nobody can agree on anything because beauty is in the eye of the beholder", you can't get a useful set of tips on how to make a module a better design. Therefore, any train of thought that eliminates the ability to codify the problem isn't useful (in the context of actually trying to solve the problem in a reasonable fashion). It is a true that no two people will value and compare 2 modules the same way. It is also true that if there were a set of "module design rules", somebody could defy those rules and produce the world's best module. However, I suspect that for most modules, if there module design guidelines existed and were followed, the module would be better designed than not following them. In all processes, there must exist rule 0, which is "ignore the other rules if they impede a better solution". The "module design guidelines" are what I believe the OP is asking for ideas on. Arguing that you can't create such guidelines is not what the OP asked for (and thus is off-topic). Earlier in this thread, Jmuchicelo brought up some great points on where a module goes bad (bad logic, bad balance, inconsistency, etc). Rycanda's got a great thread going on encounter design (his thesis being, adopt a format that makes sure you have enough components for a well designed encounter). Turning these ideas into well written design tips will most likely help people writing modules (or adventures for their home game) do a better, consistent job. It will certainly reduce the number of bugs in a module. I suspect more than a few people could learn something about how to design a good module/adventure, just by considering the ideas in this thread, and refining their own methods. [/QUOTE]
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