So, a random thought (it would have been current, but there was the dumb board interruption...)
rounser said:
Not that I'd know, but I assume that writing a quality adventure is much harder than writing quality setting material. The preferance for the abstract rather than the directly applicable is interesting. Perhaps gamers prefer thinking about possibilities, and that it disturbs them when those possibilities are distilled down into a singularity because there's less to daydream about.
I dunno. There are plenty of adventures that I like; I use converted 1e/2e mods all the time, and Dungeon seems to come up with at least one or two modules an issue that interest me. My complaint with the adventures in MotM is that I found
those adventures not "particularly inspiring, as I said.
Also, perhaps it's merely "dayream[ing]," but I find that quality setting material is (a) not nearly so easy to write; and (b) gives me more bang for the buck in terms of "quality adventures" than most published adventures do. I don't have a hard time coming up with my own
plots, and all too often don't want to be restricted on the basis of a specific plot crafted by someone else; however,
background detail is something that I do think involves a huge amount of thought and which I really wouldn't want to spend the necessary time on.
One of the reasons I like the Forgotten Realms is that Ed's setting writing is just flat-out better than mine. I find that stat blocks are either a mere function of labor and tedium (which I can do in my downtime) or that I can thieve appropriate ones from other sources. I also find that adventure
hooks are more useful to me than planned-out adventures; that's why I liked the rumors section in the 1e FR boxed set so much.
d20Dwarf said:
It's really interesting to me, too, what people want. Of course, it's impossible to generalize because there are a lot of people that want adventures more than lore, and vice versa...unfortunately there's no formula to satisfy everyone.
True. This is one of the reasons why I don't really grok the absolutist viewpoint that many ENWorlders seem to have about "fluff" vs. "crunch," or sourcebooks vs. adventures, etc. I expect a well-done product, regardless of emphasis, but I don't expect that everyone will cater to my tastes.
Personally, I like writing lore better than adventures. I mean, I enjoy adventure creation, since it gives me as a designer some narrative possibilities that other game design doesn't (and shouldn't), but it's easier and more fun to craft lore and exposition. Making proper stat blocks isn't really so easy as some people are claiming, especially at higher levels (thank goodness I didn't have the higher-level areas in MotM
), it's time consuming and very meticulous work...not super fun. So, as a consumer and DM, I tend to prefer the opposite of what I like to write...I want my stat blocks and treasure and the rest of the tedium done for me! That informs what I as a professional want to put into the things I create; of course, the outline I'm given by my WotC masters also informs it quite a bit.
It's interesting that you find crafting lore and exposition to be easier than writing adventures. I find that running adventures is something that can happen on the fly with the right tools. I agree with you about stat blocks, but I have to say that I can always improvise or borrow them from somewhere else. I know that you don't have that luxury as a designer, for which I am sorry!