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Why don't you buy modules?
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<blockquote data-quote="Felon" data-source="post: 1352330" data-attributes="member: 8158"><p>Too few modules have a proper sense of action. Monsters just standing around in nondescript 30x40 rooms waiting to be gacked gets dull after a while. Fight scenes should occur in some interesting locales, and should offer up some choice opportunities to perform daredevil stunts. I want fast-paced action, not just static violence. </p><p></p><p>Too few modules serve up a sense of wonder. Since playing the Tomb of Martek, sailing across a glass sea in a boat with a diamond-tipped rutter, I've noticed how rarely players are given anything to write home about. Too many modules focusing on dark, spooky, goth-heavy ambience and mood with zero desire to evoke the fantastic. </p><p></p><p>Too few modules show any brains. Most villains don't have any ideas, they just want to open some stupid portal to let some ancient, all-consuming, prosaic evil into the world. And the heroes? They're not expected to have ideas or plans either. They're just supposed to be a bunch of stupid reactors who only know how to kick in doors (not that kicking doors can't be fulfilling in its own right). Nobody even bothers to think up clever traps or fiendishly clever puzzles anymore. </p><p></p><p>So, I voted that I buy modules based on certain criteria, said criteria being that they rise above the pack.</p></blockquote><p></p>
[QUOTE="Felon, post: 1352330, member: 8158"] Too few modules have a proper sense of action. Monsters just standing around in nondescript 30x40 rooms waiting to be gacked gets dull after a while. Fight scenes should occur in some interesting locales, and should offer up some choice opportunities to perform daredevil stunts. I want fast-paced action, not just static violence. Too few modules serve up a sense of wonder. Since playing the Tomb of Martek, sailing across a glass sea in a boat with a diamond-tipped rutter, I've noticed how rarely players are given anything to write home about. Too many modules focusing on dark, spooky, goth-heavy ambience and mood with zero desire to evoke the fantastic. Too few modules show any brains. Most villains don't have any ideas, they just want to open some stupid portal to let some ancient, all-consuming, prosaic evil into the world. And the heroes? They're not expected to have ideas or plans either. They're just supposed to be a bunch of stupid reactors who only know how to kick in doors (not that kicking doors can't be fulfilling in its own right). Nobody even bothers to think up clever traps or fiendishly clever puzzles anymore. So, I voted that I buy modules based on certain criteria, said criteria being that they rise above the pack. [/QUOTE]
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