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General Tabletop Discussion
*TTRPGs General
What Makes A Module Fun?
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<blockquote data-quote="Quasqueton" data-source="post: 2947430" data-attributes="member: 3854"><p>A gaming experience is like a dining experience. The adventure module is like the meal, drink, and table setting – the host can cook and arrange it all himself (homemade adventure module) or have it all catered (published adventure module). </p><p></p><p>If the host is excellent, and the guests around the table are excellent, the event can be fun and successful even if the roast beef is poor, and the table setting is missing forks. In fact, the poor quality of the meal (adventure) might even be completely overlooked.</p><p></p><p>If the host is a bore, and one guest a violent drunk, another an impolite slob, and another a glutton who eats all the potatoes, the event can be unfun and unsuccessful even if the meal is excellent and the table setting complete. In fact, the good quality of the meal (adventure) might even be completely overlooked.</p><p></p><p>Such is how some folks remember good fun with even poorly designed adventures, and how some folks remember no fun with even well-designed adventures.</p><p></p><p>My “point” with the “What’s your experience with X” threads is simply fun, nostalgic discussion. My “point” with the “Is X well designed” threads is to discuss the good and bad of adventure design.</p><p></p><p>In my early D&D gaming days, I had the same DM run our group first through <em>The Palace of the Silver Princess</em> and then through <em>The Sinister Secret of Saltmarsh</em>. That DM was bad. Very bad. In many ways. I do not have fun memories with either of those adventures. But, years later, I read those adventures. I found PotSP to be badly designed, but SSS to be very well designed. My bad (unfun) experiences with those adventures were strictly a result of the DM (even PotSP could have been fun with a good DM).</p><p></p><p>This is why I explain in my “design” threads that I’m not asking of the adventure was fun – the fun is too dependent on the DM and Players. Good design will support fun, and can make mediocre DMs and Players have a successful gaming experience, but bad design requires particularly good DMs and Players to overcome its flaws (or particularly lenient and forgiving DMs and Players to overlook its flaws).</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2947430, member: 3854"] A gaming experience is like a dining experience. The adventure module is like the meal, drink, and table setting – the host can cook and arrange it all himself (homemade adventure module) or have it all catered (published adventure module). If the host is excellent, and the guests around the table are excellent, the event can be fun and successful even if the roast beef is poor, and the table setting is missing forks. In fact, the poor quality of the meal (adventure) might even be completely overlooked. If the host is a bore, and one guest a violent drunk, another an impolite slob, and another a glutton who eats all the potatoes, the event can be unfun and unsuccessful even if the meal is excellent and the table setting complete. In fact, the good quality of the meal (adventure) might even be completely overlooked. Such is how some folks remember good fun with even poorly designed adventures, and how some folks remember no fun with even well-designed adventures. My “point” with the “What’s your experience with X” threads is simply fun, nostalgic discussion. My “point” with the “Is X well designed” threads is to discuss the good and bad of adventure design. In my early D&D gaming days, I had the same DM run our group first through [i]The Palace of the Silver Princess[/i] and then through [i]The Sinister Secret of Saltmarsh[/i]. That DM was bad. Very bad. In many ways. I do not have fun memories with either of those adventures. But, years later, I read those adventures. I found PotSP to be badly designed, but SSS to be very well designed. My bad (unfun) experiences with those adventures were strictly a result of the DM (even PotSP could have been fun with a good DM). This is why I explain in my “design” threads that I’m not asking of the adventure was fun – the fun is too dependent on the DM and Players. Good design will support fun, and can make mediocre DMs and Players have a successful gaming experience, but bad design requires particularly good DMs and Players to overcome its flaws (or particularly lenient and forgiving DMs and Players to overlook its flaws). Quasqueton [/QUOTE]
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