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General Tabletop Discussion
*Dungeons & Dragons
Why does WotC put obviously bad or illogical elements in their adventures?
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<blockquote data-quote="neq.the.glockenspiel" data-source="post: 7182258" data-attributes="member: 6855447"><p>A bit of proofreading surely wouldn't be all that hard, especially if the proofreader were also a plattester who gets a chance to run through the whole thing once or twice to understand kind of what the author is aiming at.</p><p></p><p>I really don't see silliness as a bad thing. Listen to the tome show appendix n series sometime (or just get the books and see for yourself) - D&D was based on a lot of seriously camp and often massively illogical stuff.</p><p></p><p>The video gaming era seriously impacted D&D player expectations I think, the idea that a module should be designed as if the DM were just a black box that spits out info as you the player put in your input just doesn't work for me. If you design your adventures to make perfect sense like a pick your own adventure story (those could be seriously suspect too!) you're setting yourself up for a railroad session or total improvisation.</p><p></p><p>I think WotC made it pretty clear in the DM's guide that story comes first. For me there's even perhaps a bit too much crunch in there, although I've yet to run a totally DMG generated adventure, I have a feeling it would be incredible. It's so vague and open that it would be a great balance of DM and player improvisation....</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="neq.the.glockenspiel, post: 7182258, member: 6855447"] A bit of proofreading surely wouldn't be all that hard, especially if the proofreader were also a plattester who gets a chance to run through the whole thing once or twice to understand kind of what the author is aiming at. I really don't see silliness as a bad thing. Listen to the tome show appendix n series sometime (or just get the books and see for yourself) - D&D was based on a lot of seriously camp and often massively illogical stuff. The video gaming era seriously impacted D&D player expectations I think, the idea that a module should be designed as if the DM were just a black box that spits out info as you the player put in your input just doesn't work for me. If you design your adventures to make perfect sense like a pick your own adventure story (those could be seriously suspect too!) you're setting yourself up for a railroad session or total improvisation. I think WotC made it pretty clear in the DM's guide that story comes first. For me there's even perhaps a bit too much crunch in there, although I've yet to run a totally DMG generated adventure, I have a feeling it would be incredible. It's so vague and open that it would be a great balance of DM and player improvisation.... Sent from my iPhone using Tapatalk [/QUOTE]
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Why does WotC put obviously bad or illogical elements in their adventures?
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