tetramorph
A FreshHell to Contend With
Hello folks, good to see everyone around here. I am here because I benefit from Bryce's reviews every now and then, because I agree with his criteria by which he reviews modules, say, about 90%, and because I notice a lot of user-names of folks I know and trust.
I would like to discuss the review criteria for theoretical and practical reasons. Theoretical, because I think his review criteria are just helpful for when I prep a session for my on-going campaigns whether I would ever want to share that material as usable for other referees or not. Practical, because I am thinking of finally sharing something I think other refs might find helpful, and I would both covet and fear Bryce's potential review of it.
As I said, I agree with at least, say, 90% of Bryce's stated review criteria. That said, I think there are only really two criteria for Bryce, in the end: terse prose and evocative description. That is it. It seems to make or break any review.
Has anyone noticed that these are, at least theoretically, opposed to one another? So that is one thing. Or, perhaps they form a kind of continuum where they form the two poles along which prose might fall. Trying to do both seems to me like trying to ask someone to square the circle.
Although I fundamentally agree with the criteria of terse, curt, clear, concise prose - for the sake of actual usability at the table, I do not agree with evocative prose as a criteria. This is for many reasons, but I would like to head to what is, I believe, my own most important reason: module as Rorschach for the referee. Let me explain what I mean.
I do not want an overdetermined module, because the more fleshed-out the module is the more it is in someone else's game-world and mind and the harder it is for me to fit it into my game world and into my mind for ease of play at the table. More importantly, the more overdetermined a module is the less I can determine its use in my game world and at my table. The more "creative" the prose of the module, the less creativity it gives to me. And the more work I have to do to work it into my campaign world and to "own" it at the table so that play runs smoothly. (Am I alone here, among members here who actually regularly run a campaign?)
The more open the module's description, the more I can make the module my own - which is what I want. And the more easily I can work it into my own on-going campaign, which is, again, what I want. I want a module to give me all the stuff that is tedious and time consuming to generate: good maps, terse room location descriptions, nifty wonderful puzzles and traps, encounter tables, terse monster and NPC descriptions with all the stats, terse treasure and magic item descriptions with all the stats. A nice terse intro, inviting me to imagine some ways I could best put the module to use. Done. Then I read it and make it mine. I fill in the "evocative description." The evocative belongs to me as the referee.
In other words, to use an analogy, I don't want a 100 page multiple choice personality test, I want a Rorschach. I want to look into the module and see "myself," that is to say I want to be inspired to make my own connections between locations, NPCs, monsters, factions, magic items, and the like that fits my play-style and my campaign world. Overdetermination deprives me of my own creativity - my own "evocative prose." (Again, among members here who actually regularly play or run campaigns, I can't be alone in this, can I?)
This is why, for me, Judges Guild modules are still the gold standard. Now, admittedly, I could use just a tad more description than they offered. And they really dropped the ball in terms of puzzles and clever and magical traps and tricks. But, correcting for those things would form the "perfect" module to me. (Notice I call them "modules," not "adventures." Characters go on expeditions that lead to adventure. I, as referee, provide locations for adventure. What I want others to offer me, and what I would like to offer others, is modular locations that we can share with one another to fit into one another's campaign settings. So, modules, not adventures are what I want and what I want to offer.)
Finally, and practically speaking, if and when I do publish a module, I am considering just giving a "Bryce-heads-up" where I just say: I have avoided overdetermined description deliberately, as a design philosophy, for the sake of opening a space for the referee's own creativity and for easing the referee's ability to place the location in his/her campaign - and ease of putting the information in his or her brain for ease of table play! I know already that Bryce would notice I wrote it and then commence to use this fact as a reason to dismiss the value of the module. But, oh well!
I appreciate any engagement. Fight on!
I would like to discuss the review criteria for theoretical and practical reasons. Theoretical, because I think his review criteria are just helpful for when I prep a session for my on-going campaigns whether I would ever want to share that material as usable for other referees or not. Practical, because I am thinking of finally sharing something I think other refs might find helpful, and I would both covet and fear Bryce's potential review of it.
As I said, I agree with at least, say, 90% of Bryce's stated review criteria. That said, I think there are only really two criteria for Bryce, in the end: terse prose and evocative description. That is it. It seems to make or break any review.
Has anyone noticed that these are, at least theoretically, opposed to one another? So that is one thing. Or, perhaps they form a kind of continuum where they form the two poles along which prose might fall. Trying to do both seems to me like trying to ask someone to square the circle.
Although I fundamentally agree with the criteria of terse, curt, clear, concise prose - for the sake of actual usability at the table, I do not agree with evocative prose as a criteria. This is for many reasons, but I would like to head to what is, I believe, my own most important reason: module as Rorschach for the referee. Let me explain what I mean.
I do not want an overdetermined module, because the more fleshed-out the module is the more it is in someone else's game-world and mind and the harder it is for me to fit it into my game world and into my mind for ease of play at the table. More importantly, the more overdetermined a module is the less I can determine its use in my game world and at my table. The more "creative" the prose of the module, the less creativity it gives to me. And the more work I have to do to work it into my campaign world and to "own" it at the table so that play runs smoothly. (Am I alone here, among members here who actually regularly run a campaign?)
The more open the module's description, the more I can make the module my own - which is what I want. And the more easily I can work it into my own on-going campaign, which is, again, what I want. I want a module to give me all the stuff that is tedious and time consuming to generate: good maps, terse room location descriptions, nifty wonderful puzzles and traps, encounter tables, terse monster and NPC descriptions with all the stats, terse treasure and magic item descriptions with all the stats. A nice terse intro, inviting me to imagine some ways I could best put the module to use. Done. Then I read it and make it mine. I fill in the "evocative description." The evocative belongs to me as the referee.
In other words, to use an analogy, I don't want a 100 page multiple choice personality test, I want a Rorschach. I want to look into the module and see "myself," that is to say I want to be inspired to make my own connections between locations, NPCs, monsters, factions, magic items, and the like that fits my play-style and my campaign world. Overdetermination deprives me of my own creativity - my own "evocative prose." (Again, among members here who actually regularly play or run campaigns, I can't be alone in this, can I?)
This is why, for me, Judges Guild modules are still the gold standard. Now, admittedly, I could use just a tad more description than they offered. And they really dropped the ball in terms of puzzles and clever and magical traps and tricks. But, correcting for those things would form the "perfect" module to me. (Notice I call them "modules," not "adventures." Characters go on expeditions that lead to adventure. I, as referee, provide locations for adventure. What I want others to offer me, and what I would like to offer others, is modular locations that we can share with one another to fit into one another's campaign settings. So, modules, not adventures are what I want and what I want to offer.)
Finally, and practically speaking, if and when I do publish a module, I am considering just giving a "Bryce-heads-up" where I just say: I have avoided overdetermined description deliberately, as a design philosophy, for the sake of opening a space for the referee's own creativity and for easing the referee's ability to place the location in his/her campaign - and ease of putting the information in his or her brain for ease of table play! I know already that Bryce would notice I wrote it and then commence to use this fact as a reason to dismiss the value of the module. But, oh well!
I appreciate any engagement. Fight on!