Treebore said:
*snip* If you make the module your "own" you have taken the responsibility for how good the campaign is. If you "run it by the book" you can blame the module.
Interesting points.
Treebore said:
Besides, any DM who has done it knows the best games are when everyone makes it part of them. This only happens when the DM makes the game a "part of themselves" and conveys the richness and vitality, or life, the campaign has taken on in the DM's mind. When the DM makes this happen, and conveys it to their players, that is when it becomes an awesome game.
The most effective way is for a DM to take any story, whether a module, book, or movie idea, and make it come alive, is to make the story interesting and exciting to themselves. Then they need to learn to pass on this "vitality" or enthusiasm to their players. When this is achieved they become the creators of a great game, a game their players eagerly return to experience again.
So my disdain is that this reliance on modules that "do everything" for them, is that it slows down the rate at which they will become a better DM.
I couldn't agree more. Your disdain doesn't seem misplaced. In fact, it actually seems that you care enough to want others not to miss out on a rich gaming experience. That's pretty cool of you, if you don't mind me saying it. I only have one caveat, and that is that persons who want just to play hack-n-slash, level-up, kick-in-the-door D&D are having fun too. That may not be the way you and I play, in fact you and I may think very little of that style, but it's a valid way to play is it not?
Treebore said:
*snip* So if I am egotistical, so be it. I for one, have earned the right to appear to be so. My real goal is for as many players and DM's to experience the deep emotional gratification of such games.
It has been said that it ain't braggin' if it's true. (It's also been said, by a supposedly very wise man, that one should rely on others to point out one's virtues.) Your game sounds like a game I'd like to be a part of. It sounds much like my own gaming table. Congratulations on your skill as a DM.
Treebore said:
*snip* I think it is more important to have modules that have a "core" of a good story idea that requires a DM to put some effort into making that story come alive. I have found the more you put into it the more you get out of it. Making it setting specific just takes out one more important dimension a DM needs to add from their own mind. It just takes out one more "connection" that can help the DM learn to run a more intense and rewarding game sooner in their gaming experience.
I agree totally. However, one usually has to do some work to make a story continuous when inserting prepared modules into one's own game, even if the game is the setting for which the module was prepared. No?
Treebore said:
*snip* Homebrews are probably so much more popular because those DM's probably achieve these levels of excitement with their groups a lot more frequently than those who use modules or pre-created worlds.
What you've said here is valuable, Treebore, but not totally applicable to the topic. That's fine. I love philosophical digressions. Could it be also that DMs invest more emotionally into their homebrew worlds, and that emotional investment shows through to the players?
Treebore said:
*snip* So modules tailored to require less thought are something I see as weakening the gaming experience. Just like I see pre-made worlds to be a weakening element; unless the DM realizes that they are in no way obligated to run that campaign world in accordance with someone elses vision..... *snip*
Ah, but newer DMs can use examples, can they not? To me, as you've said about Necromancer's products, a good module encourages innovation. A good product should also show you how to do that innovation. It's a daunting task for a newbie. I realize that I have 24 years of experience as a DM/GM, so I've honed my skills. Greenhorns need some showin'. Too bad an experienced mentor doesn't come packaged with the game.
Treebore said:
*snip* So it is not ego that fuels me, it is a desire to share the experience.
There, I think I have figured out what I wanted to say without being insulting.
A laudable driving force, indeed! I appreciate you taking the time to talk with me more about this, and may I say you did a great job not "being insulting".

You and I have very similar views on actual game play and its highest value. It's good to meet someone else like that. I was beginning to think we were too rare a breed.
arnwyn said:
*snip* My reason to believe that they wouldn't is that to write an adventure in a particular setting, one requires knowledge (great knowledge) of said setting. I tend to believe that WotC (and TSR before them) have more of that knowledge than some third party publisher (who have their own concerns and work that doesn't involve poring over the campaign setting of another publisher). *snip*
I think what I said is very much a reasonable jump of logic.
With this reasoning, your argument is indeed a reasonable jump of logic. Thanks for sharing it. Setting experience is important. We have to remember that certain companies have key members who were employed by TSR/WotC, as well as access to a wide pool of freelancers who have written setting material for years (this may be a possible negative aspect too, if those same people are the ones who made lousy product). For example, Green Ronin's Chris Pramas, and his intimate connections with WotC and Paizo Publishing, is a good candidate. So is Jim Butler of Bastion Press, who was also a managing factor in FRCS. (Hopefully Bastion will get better art and design, but that's another issue.)
As an aside, The "Adventure Path" modules were to be set in the core D&D setting (Greyhawk), or am I wrong? They were just left vague enough to be placed in that setting as the DM wanted. The same can be done for third-party adventures.
arnwyn said:
*snip* As soon as money and a logo is involved - WotC is responsible whether they like it or not. All 'that importance of branding' stuff.
This is a very important issue, thanks for bringing it up. I think responsible management could mitigate any real problems the public would have. It's perfectly reasonable to be skeptical that responsible management will occur, but that's another preemptive assumption. The branding issue can be taken care of the same way d20 is handled ... a special logo for compatible adventures.
arnwyn said:
A basic example - look at how long poor Paradigm had to wait for AEG to approve Bloodspeakers. I would speculate that getting approval from WotC would take twice as long. As soon as a logo is involved, the approval process is daunting.
This is a valid and important point too. It is, once again, unfair to assume that what happens with another company besides WotC is any determiner for what will happen with WotC. Another caveat is that
Bloodspeakers is a sourcebook for
Oriental Adventures, not just an adventure. However, this is an obstacle to successful marketing. There are "middle road" solutions that can streamline the process, however. One is allowing third parties to make suggestions for tailoring a generic adventure to a specific WotC setting. Another is, simply don't use major setting figures in your adventures, except as background. Greyhawk can hardly be "hurt" by any reasonable addition. FR is a bit more closed, as Eberron will likely be.
It would be interesting to get some numbers on how successful
Bloodspeakers was/is compared to other Paradigm products.
I think a real reason for not doing setting-specific adventures is that it could be a limiting factor on sales if public perception isn't correct and/or the marketing of the product isn't good. It's my opinion that every such module should have a small bit of conversion notes for tailoring the module to fit other campaigns. Suggestions for alternate feats and spells for an NPC, replacement magic items, and so on. It's not too hard.
Thanks for putting up with me guys. You have some valuable things to say, and I'm glad we're hearing them.
