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<blockquote data-quote="rounser" data-source="post: 194966" data-attributes="member: 1106"><p>I think that there's a difference between a series of linked adventures and a true campaign, and it's one that is partially decided by the format of "all in one book" versus "sequel modules".</p><p></p><p>For example, sequel modules such as the Adventure Path series almost demand railroading from one to the next because of the way they're presented (as stand-alone modules). An entire campaign in one book allows for a different approach that doesn't have to allow for people who lack part of the campaign.</p><p></p><p>Me, but I've already said that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It appears that you're implying that high detail products kill creativity. I would counter that by saying that sometimes you just want to play, and sod campaign preparation and all the time it demands. On top of that, I would say that if you want to get creative with a big module with a high level of detail, there's always scope for that - you just change what's been written until it's to your liking, or add new material to it. There doesn't have to be skeletal or missing parts to it to do that.</p><p></p><p>It seems to be RPG publisher culture to leave significant work for the DM to do when it comes to creating a campaign - often even individual adventures leave gaping holes or a low amount of detail on an important campaign area (for instance, the village of Rastor in Return to the Temple of Elemental Evil, which serves as a launchpad into the temple for PCs and gets a single page of detail. It would have been nice not to have to flesh it out in order to run the campaign with the level of detail I want to run).</p><p></p><p>I think that this is something that has to change in order for the hobby to reach a wider audience - I'd assume that, just occasionally, a lot of DMs don't want to spend hours filling in campaign detail, but would rather be able to run something "off the shelf" that doesn't require "finishing off". I'd rather fill in the holes in my own material than someone else's - there's more than enough to keep me occupied doing that - and I'd like to have the option to abstain from doing so.</p><p></p><p>The hobby already demands an significant investment of time from players, and especially DMs if they want to run an above average game. High quality, detailed, published, finished campaigns would serve to cut that time spent on preparation down to an option, rather than almost a demand. I think that's not only good for DMs who would rather spend money on campaign preparation than time, but also would increase the popularity of D&D as a whole, opening it up to an audience who would rather play than prepare.</p></blockquote><p></p>
[QUOTE="rounser, post: 194966, member: 1106"] I think that there's a difference between a series of linked adventures and a true campaign, and it's one that is partially decided by the format of "all in one book" versus "sequel modules". For example, sequel modules such as the Adventure Path series almost demand railroading from one to the next because of the way they're presented (as stand-alone modules). An entire campaign in one book allows for a different approach that doesn't have to allow for people who lack part of the campaign. Me, but I've already said that. :) It appears that you're implying that high detail products kill creativity. I would counter that by saying that sometimes you just want to play, and sod campaign preparation and all the time it demands. On top of that, I would say that if you want to get creative with a big module with a high level of detail, there's always scope for that - you just change what's been written until it's to your liking, or add new material to it. There doesn't have to be skeletal or missing parts to it to do that. It seems to be RPG publisher culture to leave significant work for the DM to do when it comes to creating a campaign - often even individual adventures leave gaping holes or a low amount of detail on an important campaign area (for instance, the village of Rastor in Return to the Temple of Elemental Evil, which serves as a launchpad into the temple for PCs and gets a single page of detail. It would have been nice not to have to flesh it out in order to run the campaign with the level of detail I want to run). I think that this is something that has to change in order for the hobby to reach a wider audience - I'd assume that, just occasionally, a lot of DMs don't want to spend hours filling in campaign detail, but would rather be able to run something "off the shelf" that doesn't require "finishing off". I'd rather fill in the holes in my own material than someone else's - there's more than enough to keep me occupied doing that - and I'd like to have the option to abstain from doing so. The hobby already demands an significant investment of time from players, and especially DMs if they want to run an above average game. High quality, detailed, published, finished campaigns would serve to cut that time spent on preparation down to an option, rather than almost a demand. I think that's not only good for DMs who would rather spend money on campaign preparation than time, but also would increase the popularity of D&D as a whole, opening it up to an audience who would rather play than prepare. [/QUOTE]
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