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What turns you off in a purchased adventure?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1670315" data-attributes="member: 16936"><p>I'm surprised so many people find this annoying. Me, I'm with the people who feel exactly the opposite way: bad fantasy-ish names turn me right off. Especially if they put in a lot of useless apostrophes, and throw in tons of nearly-unpronounceable syllables. </p><p></p><p>I mean, for god's sake, just call the guy "John." It's not like naming him "Kaaern T'aermiglisq Ba'urodyqslt" is really making me or anyone else in our game think that we've been transported to the game setting; all it's doing is making us say "that guy who asked us to do this" when referring to him, just so we don't have to choke on our tongue trying to call him by name.</p><p></p><p>Please, just keep the names memorable and easy to say, and screw whatever verisimilitude you're trying to create by giving every other person in the module a name that sounds like their parents were in the process of being murdered by a hairball with a severe stuttering problem. It's not cute, it's not cool, and it's not making me want to run your module.</p><p></p><p></p><p>I'm also peeved by modules that skimp on helpful details (particularly motivations and general tactics for NPCs), modules that depend heavily on specific NPCs or places in a specific setting, modules that insist the PCs must be a polite and silent audience to the things done by NPCs, and modules which use a weird (non-core) monster or spell or PrC but don't actually include any information about it.</p><p></p><p>Then there are the modules which infuriate me because they have what I consider to be blatant screw-job tricks in them. These are the ones where there's one thing the party can do to solve a particular problem, but since there are no clues anywhere in the module about the problem or how it should be solved, it's basically just telling the players to guess the one correct move out of three dozen possibilities. That's just lame: I don't mind if the clues are hard to find, but the module should never just drop a "guess right or DIE" puzzle in without any in-character means of solving it. That's no fun for the players, and no fun for the GM.</p><p></p><p>But even those aren't so bad when compared to the worst thing imaginable: modules which are <em>WRONG</em>. You know, the ones that have two rooms connected by a secret passage, but this is only mentioned in the notes for the second room. The ones that list a doorway on the north wall, when by the map there's no door, and even if there were, there's nothing north of that room anyway. Spell effects that cannot actually be created by the spells they claim were used for it. I'm already going to be converting most of a module to fit it into my setting and my game, so it would be nice if I didn't have to fix all their mistakes at the same time.</p><p></p><p>--</p><p>i want to use the module as a shortcut as well as an idea mine, so less work = good</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1670315, member: 16936"] I'm surprised so many people find this annoying. Me, I'm with the people who feel exactly the opposite way: bad fantasy-ish names turn me right off. Especially if they put in a lot of useless apostrophes, and throw in tons of nearly-unpronounceable syllables. I mean, for god's sake, just call the guy "John." It's not like naming him "Kaaern T'aermiglisq Ba'urodyqslt" is really making me or anyone else in our game think that we've been transported to the game setting; all it's doing is making us say "that guy who asked us to do this" when referring to him, just so we don't have to choke on our tongue trying to call him by name. Please, just keep the names memorable and easy to say, and screw whatever verisimilitude you're trying to create by giving every other person in the module a name that sounds like their parents were in the process of being murdered by a hairball with a severe stuttering problem. It's not cute, it's not cool, and it's not making me want to run your module. I'm also peeved by modules that skimp on helpful details (particularly motivations and general tactics for NPCs), modules that depend heavily on specific NPCs or places in a specific setting, modules that insist the PCs must be a polite and silent audience to the things done by NPCs, and modules which use a weird (non-core) monster or spell or PrC but don't actually include any information about it. Then there are the modules which infuriate me because they have what I consider to be blatant screw-job tricks in them. These are the ones where there's one thing the party can do to solve a particular problem, but since there are no clues anywhere in the module about the problem or how it should be solved, it's basically just telling the players to guess the one correct move out of three dozen possibilities. That's just lame: I don't mind if the clues are hard to find, but the module should never just drop a "guess right or DIE" puzzle in without any in-character means of solving it. That's no fun for the players, and no fun for the GM. But even those aren't so bad when compared to the worst thing imaginable: modules which are [i]WRONG[/i]. You know, the ones that have two rooms connected by a secret passage, but this is only mentioned in the notes for the second room. The ones that list a doorway on the north wall, when by the map there's no door, and even if there were, there's nothing north of that room anyway. Spell effects that cannot actually be created by the spells they claim were used for it. I'm already going to be converting most of a module to fit it into my setting and my game, so it would be nice if I didn't have to fix all their mistakes at the same time. -- i want to use the module as a shortcut as well as an idea mine, so less work = good ryan [/QUOTE]
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