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Why do 3e/3.5e modules suck?
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<blockquote data-quote="Minicol" data-source="post: 1474191" data-attributes="member: 17308"><p>I think there have been very good modules done for 3.x. I am especially a fan of the Penumbra line. The worse ones are in my opinion the few ones from wizards (not including DUNGEON). I mean any fool is able to throw a few monsters in a few random rooms and pretend there is a story. Worse example of this : Heart of Nightfang Spear. You see an ugly tower : go there and kill everything. Most 1st ed modules had more background and storytelling than that. </p><p></p><p>Writing a story is another thing. My group of players tend to be bored after even one dungeoning session. They WANT Fluff. If they cannot roleplay they are unhappy. Some of them regularly threaten to quit the game if there is not more background, more interaction, and less dungeons.</p><p></p><p>3.x is focusing on rules because every game geek wants the full rule collection for fear of missing out something cool rather than adventures that take longer to develop. Look at how many prestige classes there are and how much of them have anything more than a cigarette paper' worth of background, as opposed to standard cut and paste powers.</p><p></p><p>3.x is also having a problem with storytelling due to the excessive number of high level monsters. It is a wonder that the planet has not already been eaten given the high number there is. How can you seriously develop a world around adventures with serious plots if any of the monsters could readily eat the next town without even noticing it ?</p><p></p><p>Anyway, all of this is largely a matter of taste, but I guess you see that I am clearly on the "fluff" side.</p></blockquote><p></p>
[QUOTE="Minicol, post: 1474191, member: 17308"] I think there have been very good modules done for 3.x. I am especially a fan of the Penumbra line. The worse ones are in my opinion the few ones from wizards (not including DUNGEON). I mean any fool is able to throw a few monsters in a few random rooms and pretend there is a story. Worse example of this : Heart of Nightfang Spear. You see an ugly tower : go there and kill everything. Most 1st ed modules had more background and storytelling than that. Writing a story is another thing. My group of players tend to be bored after even one dungeoning session. They WANT Fluff. If they cannot roleplay they are unhappy. Some of them regularly threaten to quit the game if there is not more background, more interaction, and less dungeons. 3.x is focusing on rules because every game geek wants the full rule collection for fear of missing out something cool rather than adventures that take longer to develop. Look at how many prestige classes there are and how much of them have anything more than a cigarette paper' worth of background, as opposed to standard cut and paste powers. 3.x is also having a problem with storytelling due to the excessive number of high level monsters. It is a wonder that the planet has not already been eaten given the high number there is. How can you seriously develop a world around adventures with serious plots if any of the monsters could readily eat the next town without even noticing it ? Anyway, all of this is largely a matter of taste, but I guess you see that I am clearly on the "fluff" side. [/QUOTE]
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