Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
WotC's lack of adventures--a solution?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Treebore" data-source="post: 1317240" data-attributes="member: 10177"><p>It is not an issue of laziness. It is a lack of confidence in one's ability to be creative. It is a lack of ability to take responsibility for how good or bad your game is. 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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Maybe I feel superior because I know what it takes to get there. Maybe I feel superior because i run the games where I watch may players bodies shake with their excitement and apprehension. I have heard their shouts of exultation. I have watched them slap each other on their backs and do their hi 5's because of their accomplishments within my game. I have seen my players cry with sadness while a member of their group sacrificed themselves for the rest of them. I have seen them whoop for joy when, despite all odds, the inspiration of said player, combined with incredibly lucky rolls, allows them to escape the death they should have faced.</p><p></p><p>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.</p><p></p><p>So putting your business models aside, 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.</p><p></p><p>From a business sense what you say makes sense and is probably very sound. I am not a business man when it comes to playing this game. I want more people to discover this very rewarding aspect within this game. The sooner this happens, and the more often this happens, the faster the popularity of this game will spread. Everyone enjoys the natural high of such experiences. That is why so many people seem to be "addicted" to this game, because at one moment or another, they have achieved this emotional involvement in the game. Then they strive to experience it again. The more often a DM is able to make this happen the better they are considered to be. 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.</p><p></p><p></p><p>So i think it is far more important to create modules that spark creativity rather than make it less necessary. 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, but to run it according to their own vision. A vision that will be fed by how their players respond to what they do.</p><p></p><p>Those of you have had the emotional experience i have described know what i mean. Those of you who know how to make it happen almost at will probably know exactly what i mean. So it is not ego that fuels me, it is a desire to share the experience.</p><p></p><p>There, I think I have figured out what I wanted to say without being insulting.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1317240, member: 10177"] It is not an issue of laziness. It is a lack of confidence in one's ability to be creative. It is a lack of ability to take responsibility for how good or bad your game is. 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. 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. Maybe I feel superior because I know what it takes to get there. Maybe I feel superior because i run the games where I watch may players bodies shake with their excitement and apprehension. I have heard their shouts of exultation. I have watched them slap each other on their backs and do their hi 5's because of their accomplishments within my game. I have seen my players cry with sadness while a member of their group sacrificed themselves for the rest of them. I have seen them whoop for joy when, despite all odds, the inspiration of said player, combined with incredibly lucky rolls, allows them to escape the death they should have faced. 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. So putting your business models aside, 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. From a business sense what you say makes sense and is probably very sound. I am not a business man when it comes to playing this game. I want more people to discover this very rewarding aspect within this game. The sooner this happens, and the more often this happens, the faster the popularity of this game will spread. Everyone enjoys the natural high of such experiences. That is why so many people seem to be "addicted" to this game, because at one moment or another, they have achieved this emotional involvement in the game. Then they strive to experience it again. The more often a DM is able to make this happen the better they are considered to be. 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. So i think it is far more important to create modules that spark creativity rather than make it less necessary. 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, but to run it according to their own vision. A vision that will be fed by how their players respond to what they do. Those of you have had the emotional experience i have described know what i mean. Those of you who know how to make it happen almost at will probably know exactly what i mean. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
WotC's lack of adventures--a solution?
Top