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Worlds of Design: WANTED - More Game Masters
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<blockquote data-quote="Reynard" data-source="post: 8287757" data-attributes="member: 467"><p>A bad module wasn't a good example? Shocker.</p><p></p><p>It's kind of hard to tell because I have been doing it "my way" for so long and I have my preferences, but I feel like the WotC modules are more good than bad from an instructional standpoint. For those most part if a new DM ran a successful campaign using one of them, I feel like they would have a better than average shot at devising one of their own. (Except for Dragon Heist. Ugh.)</p><p></p><p>What i don't think WotC is "teaching" new GMs is how to run a campaign that is open and emergent and not just a big long story. For that they would need individual modules (no, not collections) and a book focused on world building and sandbox gaming.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8287757, member: 467"] A bad module wasn't a good example? Shocker. It's kind of hard to tell because I have been doing it "my way" for so long and I have my preferences, but I feel like the WotC modules are more good than bad from an instructional standpoint. For those most part if a new DM ran a successful campaign using one of them, I feel like they would have a better than average shot at devising one of their own. (Except for Dragon Heist. Ugh.) What i don't think WotC is "teaching" new GMs is how to run a campaign that is open and emergent and not just a big long story. For that they would need individual modules (no, not collections) and a book focused on world building and sandbox gaming. [/QUOTE]
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Worlds of Design: WANTED - More Game Masters
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