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Worlds of Design: WANTED - More Game Masters
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<blockquote data-quote="Regnier_LoT" data-source="post: 8288785" data-attributes="member: 7030964"><p>About running published modules or not, the only problem I have see with them comes from the rise of VTTs and online gaming. The playing ratio has increased so much that you may have issues running a specific module because everyone may have already played it.</p><p></p><p>My experience in the Discord servers where I run games is that there is a lot of GMs which pick 3-7 published modules and that is all they run until everyone in the server has played them. Many of those modules are introductory adventures from the publishers, which means that when a new GM arrives in the server wanting to run a tutorial adventure, everyone has already played the adventure and so the game is cancelled by lack of players. After all, the vast majority prefers to play something new before doing the same stuff all over again.</p><p></p><p>I feel this problem has always been present in the hobby, but when you play or run in a weekly basis with your group of friends you never notice it (after all, by the time you finish a published campaign you probably have had time to buy another one). However, because playing online is so fast and easy, the trend I have seen so far is that players/GMs play 2-4 sessions per week. There are even players who play 8 times per week and GMs who run 7 sessions per week using only published modules.</p><p></p><p>My opinion is that, unless publishers are able to speed-up the creation of new modules and adventures, at some point in the future a lot of potential GMs will be forced to write their own stuff because they will have trouble finding groups that haven't played already what has been published so far, especially if they don't have a group of friends to play with.</p><p></p><p>Another way to fix this would be to make more sandbox-oriented modules which actually allows replayability instead of being a railroad experience, so that players can find some value in redoing the module.</p></blockquote><p></p>
[QUOTE="Regnier_LoT, post: 8288785, member: 7030964"] About running published modules or not, the only problem I have see with them comes from the rise of VTTs and online gaming. The playing ratio has increased so much that you may have issues running a specific module because everyone may have already played it. My experience in the Discord servers where I run games is that there is a lot of GMs which pick 3-7 published modules and that is all they run until everyone in the server has played them. Many of those modules are introductory adventures from the publishers, which means that when a new GM arrives in the server wanting to run a tutorial adventure, everyone has already played the adventure and so the game is cancelled by lack of players. After all, the vast majority prefers to play something new before doing the same stuff all over again. I feel this problem has always been present in the hobby, but when you play or run in a weekly basis with your group of friends you never notice it (after all, by the time you finish a published campaign you probably have had time to buy another one). However, because playing online is so fast and easy, the trend I have seen so far is that players/GMs play 2-4 sessions per week. There are even players who play 8 times per week and GMs who run 7 sessions per week using only published modules. My opinion is that, unless publishers are able to speed-up the creation of new modules and adventures, at some point in the future a lot of potential GMs will be forced to write their own stuff because they will have trouble finding groups that haven't played already what has been published so far, especially if they don't have a group of friends to play with. Another way to fix this would be to make more sandbox-oriented modules which actually allows replayability instead of being a railroad experience, so that players can find some value in redoing the module. [/QUOTE]
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