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General Tabletop Discussion
*TTRPGs General
What's wrong with current high-level mega-modules
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<blockquote data-quote="Celtavian" data-source="post: 1052850" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>A module is created for the masses to use. It is really up to the DM to tailor it to fit into their campaign world and supply the intrigue their players might desire. I still believe the majority of players enjoy simple dungeon crawling best with minimal outside interference from politics and the like that the more intellectual minded gamers might enjoy. </p><p></p><p>A huge problem I have with my own players at times is their complete and utter lack of an education, whether personal or institutional. When you personally read a breadth of material from religious and philosophical texts to discussions on physics and biology, it becomes somewhat of a chore to find players with equivalent interests that might enjoy a more expansive adventure involving political and religious concepts and situations.</p><p></p><p>Its just the usual cliche of appealing to the lowest common denominator when it comes to module design. For good or for ill, that means exciting dungeon crawls with lots of combat.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1052850, member: 5834"] [b]re[/b] A module is created for the masses to use. It is really up to the DM to tailor it to fit into their campaign world and supply the intrigue their players might desire. I still believe the majority of players enjoy simple dungeon crawling best with minimal outside interference from politics and the like that the more intellectual minded gamers might enjoy. A huge problem I have with my own players at times is their complete and utter lack of an education, whether personal or institutional. When you personally read a breadth of material from religious and philosophical texts to discussions on physics and biology, it becomes somewhat of a chore to find players with equivalent interests that might enjoy a more expansive adventure involving political and religious concepts and situations. Its just the usual cliche of appealing to the lowest common denominator when it comes to module design. For good or for ill, that means exciting dungeon crawls with lots of combat. [/QUOTE]
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What's wrong with current high-level mega-modules
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