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*TTRPGs General
Why are modules no longer popular
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<blockquote data-quote="Frostmarrow" data-source="post: 702194" data-attributes="member: 1122"><p>The problem with modules is there are so many bad ones. Well, not exactly "bad" but just bad for the respective players' style. For example I like a module that isn't entirely a dungeon crawl but I don't want a freeform, free-wheeling role-playing module either. I like low magic and creative use of such. I don't like world-altering, rules-bending magic. For example in a module I bought the other day magic was ever present. It included time-travel, thousands of years stasis fields and artifacts just to be able to stage a simple foil-the-murderer plot.</p><p></p><p>The module wasn't bad by any means. Well written and nice artwork. Great maps. The plot wasn't that bad either. It's just that I can't use it on account of the over the top magic necessary to run it. Moreover the author included several great role-playing opportunities such as communicating with an undead jester with a slashed throat. Really great idea if role-playing means pantomime to you. It doesn't to me. I'm not an amateur thespian and neither are my friends. Still, it's a shame.</p><p></p><p>So how do you know what module to buy? Reading reviews is a good start but that only works if you know the reviewer, what stuff the reviewer like or you will not be any wiser. I mean it means very little to me that a psionics-lover simply loved Of Sound Mind.</p><p></p><p>Another alternative is to write your own material but that won't result in more published modules, I'm afraid.</p><p></p><p>The third option is to play whatever everyone else is playing. I.e. high profile modules that you run whether you like the style or not. I mean, I ran RtTToEE and had a great time even though dungeon crawls isn't my beef. Still it's been valuable since I can read and participate in all the threads concerning that module. The same goes for the adventure path-series.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 702194, member: 1122"] The problem with modules is there are so many bad ones. Well, not exactly "bad" but just bad for the respective players' style. For example I like a module that isn't entirely a dungeon crawl but I don't want a freeform, free-wheeling role-playing module either. I like low magic and creative use of such. I don't like world-altering, rules-bending magic. For example in a module I bought the other day magic was ever present. It included time-travel, thousands of years stasis fields and artifacts just to be able to stage a simple foil-the-murderer plot. The module wasn't bad by any means. Well written and nice artwork. Great maps. The plot wasn't that bad either. It's just that I can't use it on account of the over the top magic necessary to run it. Moreover the author included several great role-playing opportunities such as communicating with an undead jester with a slashed throat. Really great idea if role-playing means pantomime to you. It doesn't to me. I'm not an amateur thespian and neither are my friends. Still, it's a shame. So how do you know what module to buy? Reading reviews is a good start but that only works if you know the reviewer, what stuff the reviewer like or you will not be any wiser. I mean it means very little to me that a psionics-lover simply loved Of Sound Mind. Another alternative is to write your own material but that won't result in more published modules, I'm afraid. The third option is to play whatever everyone else is playing. I.e. high profile modules that you run whether you like the style or not. I mean, I ran RtTToEE and had a great time even though dungeon crawls isn't my beef. Still it's been valuable since I can read and participate in all the threads concerning that module. The same goes for the adventure path-series. [/QUOTE]
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