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What does well designed mean?
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<blockquote data-quote="Raven Crowking" data-source="post: 3689744" data-attributes="member: 18280"><p>I'd go a bit farther.</p><p></p><p>The Crucible of Freya, from Necromancer Games, is a great module. It has a lot of pieces you can use. You can take it apart to use it, or you can use it as it is. It offers a plot, but can be used without a plot. It is not so detailed that you cannot easily fit it into your home campaign, yet not so lacking in detail as to be boring.</p><p></p><p>Maiden Voyage is a plot based adventure, which cannot easily be used without using the events described, but the events themselves are really just a skeleton that the DM can lay the flesh onto as he sees fit. There is enough detail to run it without a lot of additional prep, yet not so much detail that you need to massively rework it for your home game. </p><p></p><p>Lion In The Ropes is both location and plot based, and requires more work than either of the two aforementioned modules to use it in a home game, but nonetheless rewards that effort well. Like the others, it has neither so much detail as to get in the way of customization, nor so little as to make it bland and flavourless.</p><p></p><p>In fact, in terms of flavour, amount of detail, and ability to work into a home campaign, I like those three modules even more than the DCC line by Goodman Games. </p><p></p><p>I can live with the occasional typo, and the world won't come to an end if a +7 should have been +8. If the artwork is mediocre, well, I can deal with that too. What I want is something that can be grasped quickly in an initial read-through, that offers detail and interesting things, and that is not so overladen with campaign-specific details that it is hard to rework into an existing game.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3689744, member: 18280"] I'd go a bit farther. The Crucible of Freya, from Necromancer Games, is a great module. It has a lot of pieces you can use. You can take it apart to use it, or you can use it as it is. It offers a plot, but can be used without a plot. It is not so detailed that you cannot easily fit it into your home campaign, yet not so lacking in detail as to be boring. Maiden Voyage is a plot based adventure, which cannot easily be used without using the events described, but the events themselves are really just a skeleton that the DM can lay the flesh onto as he sees fit. There is enough detail to run it without a lot of additional prep, yet not so much detail that you need to massively rework it for your home game. Lion In The Ropes is both location and plot based, and requires more work than either of the two aforementioned modules to use it in a home game, but nonetheless rewards that effort well. Like the others, it has neither so much detail as to get in the way of customization, nor so little as to make it bland and flavourless. In fact, in terms of flavour, amount of detail, and ability to work into a home campaign, I like those three modules even more than the DCC line by Goodman Games. I can live with the occasional typo, and the world won't come to an end if a +7 should have been +8. If the artwork is mediocre, well, I can deal with that too. What I want is something that can be grasped quickly in an initial read-through, that offers detail and interesting things, and that is not so overladen with campaign-specific details that it is hard to rework into an existing game. RC [/QUOTE]
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