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What kind of adventures do you run?
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<blockquote data-quote="Jhaelen" data-source="post: 5458665" data-attributes="member: 46713"><p>Umm, is there any particular reason why you put this part in an sblock?</p><p>[sblock]Then you'd be surprised! Actually, most adventure modules are written in a way to be easily relocated. It's the exception rather than the rule that every 'ingredient' of an adventure has been carefully chosen to make sense only in that particular composition.</p><p></p><p>From a business perspective it makes sense to write adventures in a way that they are useful to the largest possible audience.</p><p></p><p>I also don't quite understand your comment about these kind of thoughts 'having no place on the board'. What board? ENWorld?</p><p>Anyway, I'm using this to analyze modules and figure out how much thought the author actually put into writing the module. If it's possible to replace everything without negatively affecting the adventure in any way that's either</p><p>a) a good thing - if the module was supposed to be generic</p><p>b) a bad thing - if the module was supposed to showcase a particular setting</p><p></p><p>It might be worth noting that I immensely enjoy _reading_ modules that would not really work if you modified them in any way. However, it's unfortunately extremely unlikely I will ever actually _play_ them, except as a one-shot.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5458665, member: 46713"] Umm, is there any particular reason why you put this part in an sblock? [sblock]Then you'd be surprised! Actually, most adventure modules are written in a way to be easily relocated. It's the exception rather than the rule that every 'ingredient' of an adventure has been carefully chosen to make sense only in that particular composition. From a business perspective it makes sense to write adventures in a way that they are useful to the largest possible audience. I also don't quite understand your comment about these kind of thoughts 'having no place on the board'. What board? ENWorld? Anyway, I'm using this to analyze modules and figure out how much thought the author actually put into writing the module. If it's possible to replace everything without negatively affecting the adventure in any way that's either a) a good thing - if the module was supposed to be generic b) a bad thing - if the module was supposed to showcase a particular setting It might be worth noting that I immensely enjoy _reading_ modules that would not really work if you modified them in any way. However, it's unfortunately extremely unlikely I will ever actually _play_ them, except as a one-shot. [/sblock] [/QUOTE]
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