Hussar
Legend
See, now I read these articles and see them as being presented in a very matter-of-fact voice. He's not trying to pretty things up. He's putting forth his ideas in as straight forward manner as possible. Granted, he's only putting up one point of view, but, from a gamers standpoint, either as a newbie just coming to the game or as an experienced gamer, there is still a lot to be taken from what he's saying.
Plot coupons are neither a great nor bad idea. However, plot coupons AS TREASURE is a bad idea. This is the point that I took from things. And I agree. If you want to give treasure, give treasure. If you want to give plot hooks, do that. Don't mix the two or at least, don't mix the two too often.
Dropping a map is a good idea if you're doing a giant dungeon crawl like the WOrld's Largest Dungeon or Rappan Athuk. It makes sense in the context of the adventure. Dropping random treasure maps in hoards doesn't make much sense. After all, assuming the hoard owner is intelligent, why hasn't he looted the treasure on the map and added it to his own hoard?
I think that Mr Baur presents a very honest opinion of the process for creating modules - adventures for general consumption. As a starting point for creating adventures in your homebrew, it's not a bad place. But, I wouldn't consider a 5 page article to be the be all and end all of adventure design.
Plot coupons are neither a great nor bad idea. However, plot coupons AS TREASURE is a bad idea. This is the point that I took from things. And I agree. If you want to give treasure, give treasure. If you want to give plot hooks, do that. Don't mix the two or at least, don't mix the two too often.
Dropping a map is a good idea if you're doing a giant dungeon crawl like the WOrld's Largest Dungeon or Rappan Athuk. It makes sense in the context of the adventure. Dropping random treasure maps in hoards doesn't make much sense. After all, assuming the hoard owner is intelligent, why hasn't he looted the treasure on the map and added it to his own hoard?
I think that Mr Baur presents a very honest opinion of the process for creating modules - adventures for general consumption. As a starting point for creating adventures in your homebrew, it's not a bad place. But, I wouldn't consider a 5 page article to be the be all and end all of adventure design.