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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8233801" data-attributes="member: 29398"><p>Using individual modules rather than whole APs as my basis, I have to disagree.</p><p></p><p>Many, many times I've read a module and thought "this would be cool to run as is, or close" and then found in play that it had read far better than it played. Sometimes I can fix it on the fly, more often I can't, and once or twice in the past I've even thrown up my hands and said "Sorry, guys, this ones's just not working out but we're committed now, for the sake of continuity let's just plow through it and call it a bad idea".</p><p></p><p>The converse is also true: there's many times I've read a module and been left uninspired, then on later running it found it to be awesomesauce.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8233801, member: 29398"] Using individual modules rather than whole APs as my basis, I have to disagree. Many, many times I've read a module and thought "this would be cool to run as is, or close" and then found in play that it had read far better than it played. Sometimes I can fix it on the fly, more often I can't, and once or twice in the past I've even thrown up my hands and said "Sorry, guys, this ones's just not working out but we're committed now, for the sake of continuity let's just plow through it and call it a bad idea". The converse is also true: there's many times I've read a module and been left uninspired, then on later running it found it to be awesomesauce. [/QUOTE]
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What is the point of GM's notes?
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