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<blockquote data-quote="ruleslawyer" data-source="post: 2918298" data-attributes="member: 1757"><p>So, a random thought (it would have been current, but there was the dumb board interruption...)</p><p></p><p>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 <em>those adventures</em> not "particularly inspiring, as I said. </p><p></p><p>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 <em>plots</em>, and all too often don't want to be restricted on the basis of a specific plot crafted by someone else; however, <em>background detail</em> 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. </p><p></p><p>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 <em>hooks</em> 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.</p><p>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. </p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2918298, member: 1757"] So, a random thought (it would have been current, but there was the dumb board interruption...) 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 [i]those adventures[/i] 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 [i]plots[/i], and all too often don't want to be restricted on the basis of a specific plot crafted by someone else; however, [i]background detail[/i] 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 [i]hooks[/i] 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. 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. 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! [/QUOTE]
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