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What turns you off in a purchased adventure?
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<blockquote data-quote="psyekl" data-source="post: 1667188" data-attributes="member: 21025"><p>I'm the exact opposite:</p><p></p><p>I want the adventure maps to be as realistic as possible because I want real environments for my characters to interact in. I absolutely DESPISE maps that are drawn to the fit a grid. It is VERY important that the adventure's maps are as realistic and well-drawn as possible to aid in the DM's believability of the environment, and to aid his/her translation to the players. To a PC the grid is irrelevant, and as a player I want as real of an environment as possible. The grid is only truly helpful to the GM, and a well run game will only need the grid when miniatures are involved (It's the DM's job to determine weather that fireball blast impacts the goblin around the corner, you just need to know that there's a corner there). When mapping, I usually just use a series of bubbles and lines to show room relations and corridors. The characters will rarely require the precise dimensions of a room, and the map is just to note locations and paths anyhow. Trying to keep maps that are too detailed will just slow the game down.</p></blockquote><p></p>
[QUOTE="psyekl, post: 1667188, member: 21025"] I'm the exact opposite: I want the adventure maps to be as realistic as possible because I want real environments for my characters to interact in. I absolutely DESPISE maps that are drawn to the fit a grid. It is VERY important that the adventure's maps are as realistic and well-drawn as possible to aid in the DM's believability of the environment, and to aid his/her translation to the players. To a PC the grid is irrelevant, and as a player I want as real of an environment as possible. The grid is only truly helpful to the GM, and a well run game will only need the grid when miniatures are involved (It's the DM's job to determine weather that fireball blast impacts the goblin around the corner, you just need to know that there's a corner there). When mapping, I usually just use a series of bubbles and lines to show room relations and corridors. The characters will rarely require the precise dimensions of a room, and the map is just to note locations and paths anyhow. Trying to keep maps that are too detailed will just slow the game down. [/QUOTE]
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What turns you off in a purchased adventure?
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