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*TTRPGs General
What's wrong with current high-level mega-modules
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<blockquote data-quote="rounser" data-source="post: 1056462" data-attributes="member: 1106"><p>Uh...why on earth not? CRPGs don't expect you to rewrite large chunks of them or fill in huge voids, but PnP RPGs do.</p><p></p><p>Oh yeah, the reasons as I assume them to be/they appear to be - status quo, tradition, static state of D&D designer culture, laziness in design, lack of page count to follow through etc.</p><p></p><p>When a mega-adventure <em>is</em> the campaign, there's no need to be generic anymore in the way you need to make smaller modules generic. For the most part, people don't think they're running a Greyhawk campaign when they're running RttToEE; they're running a RttToEE campaign.</p><p></p><p>Not what he's referring to. "Connecting the module to the campaign world" doesn't cure miles of braindead megadungeon hack'n'slashery without significant work. Here's the criticism Ragnar raised:</p><p><strong><em>When I come to the tabletop RPGs, I want character development, immersive storylines, and plot development. The problem is, I got more character development and a better storyline out of the Baldur's Gate CRPG than any published RPG module or series of modules.</em></strong></p><p>"Connecting the module to the campaign world" has little to do with that. In fact, I think sometimes that DMs are so obsessed with settings that they can't see the trees (the adventures) for the forest (all the macro-level abstract setting stuff which is fun to create but does little for the game).</p><p></p><p>"Make it a living part"? Mega-adventures often <em>are</em> the campaign, and IMO, one of the more questionable assumptions of module designers is that they're doing you a favour by leaving things incomplete. If you wanted to design your own material, you wouldn't be using a module.</p><p></p><p>YMMV. The Dragonlance Classics series had the epic vibe and sprawling scope, but was a rail-road-a-thon supreme, and so fundamentally flawed. The Dark Sun adventure arc beginning with Freedom was perhaps the best series of published modules I've played in this vein out there, which a lot of variety and a good deal of depth. But for the most part, as he said, Baldur's Gate CRPG series trumps them all (especially from 2 onwards), and no-one's given a good reason why this crazy state of affairs exists. All I see are apologists and weak justifications. To paraphrase someone from another thread, if your average DM produced a gaming experience as good as Planescape: Torment, PnP RPGs would be a lot more popular than they are. The funny thing is, the PnP world has nothing published to answer that level of quality and depth.</p></blockquote><p></p>
[QUOTE="rounser, post: 1056462, member: 1106"] Uh...why on earth not? CRPGs don't expect you to rewrite large chunks of them or fill in huge voids, but PnP RPGs do. Oh yeah, the reasons as I assume them to be/they appear to be - status quo, tradition, static state of D&D designer culture, laziness in design, lack of page count to follow through etc. When a mega-adventure [i]is[/i] the campaign, there's no need to be generic anymore in the way you need to make smaller modules generic. For the most part, people don't think they're running a Greyhawk campaign when they're running RttToEE; they're running a RttToEE campaign. Not what he's referring to. "Connecting the module to the campaign world" doesn't cure miles of braindead megadungeon hack'n'slashery without significant work. Here's the criticism Ragnar raised: [b][i]When I come to the tabletop RPGs, I want character development, immersive storylines, and plot development. The problem is, I got more character development and a better storyline out of the Baldur's Gate CRPG than any published RPG module or series of modules.[/i][/b] "Connecting the module to the campaign world" has little to do with that. In fact, I think sometimes that DMs are so obsessed with settings that they can't see the trees (the adventures) for the forest (all the macro-level abstract setting stuff which is fun to create but does little for the game). "Make it a living part"? Mega-adventures often [i]are[/i] the campaign, and IMO, one of the more questionable assumptions of module designers is that they're doing you a favour by leaving things incomplete. If you wanted to design your own material, you wouldn't be using a module. YMMV. The Dragonlance Classics series had the epic vibe and sprawling scope, but was a rail-road-a-thon supreme, and so fundamentally flawed. The Dark Sun adventure arc beginning with Freedom was perhaps the best series of published modules I've played in this vein out there, which a lot of variety and a good deal of depth. But for the most part, as he said, Baldur's Gate CRPG series trumps them all (especially from 2 onwards), and no-one's given a good reason why this crazy state of affairs exists. All I see are apologists and weak justifications. To paraphrase someone from another thread, if your average DM produced a gaming experience as good as Planescape: Torment, PnP RPGs would be a lot more popular than they are. The funny thing is, the PnP world has nothing published to answer that level of quality and depth. [/QUOTE]
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