Beoric
8, 8, I forget what is for
A while ago I was listening to a panel on Q (the CBC radio program, not the conspiracy theory platform) talking about the advantages of vinyl albums. And one of the things they discussed was the way vinyl albums push you towards listening to the whole album in order, which provided a different experience from hearing the tracks in a different order, or in isolation from each other when mixed amongst other music. The artists, being aware of this, would agonize over the order in which tracks were placed in the album in order to create a particular experience. During the discussion, one of the guests referred to listening to the tracks in order as revealing "the story of the album".
Since then, I have come to apply that reasoning to the modules I like. I dislike modules with an enforced plot, but I also dislike modules where the rooms or encounters seem disconnected from each other. I feel like the module should gradually reveal itself to players, so that they gradually form of understanding of the social, logical, magical or spiritual rules by which the module operates, and get a sense of its history and place in the world, without necessarily being able to articulate it. I have been referring to this is my head for some time as the "story of the module".
I mention this because the PoUR is a good example of a module that has a strong "story of the module". And that is not true of a lot of Bryce's recommendations, there are a number of recommendations that I don't like because they are lacking in this department. They may have interesting but unconnected encounters, they may even be united by a theme of some sort, but they don't reward the players with a gradual sense of understanding the environment on an emotional level.
I also want to thank Prince for including a Summary that is actually useful, in that it tells the DM what he needs to know to run the module, instead of giving a plot summary that illuminates nothing. I am particularly annoyed with plot summaries that omit the "climax" as some sort of teaser for the DM that will be rewarded after he plows through the entire module. Deliberately omitting the pieces of the module that are critical to an understanding of the module is the most wrong-headed thing a writer can do from the perspective of assisting the DM during prep, let alone at the table.
Take this line from the "DM's Background" section for Evil Tide (which read recently because I saw it on Prince's blog). "If the PCs are successful in this, they may learn more of the reason behind the sahuagin's interest in the sea caves, and what can be done to put an end to their foul designs." And then you have to read the damn module to figure out the sahuagin's interest in the sea caves. Which is damnably useless to the DM, who by rights ought to already understand the motivations of the major opponents before he reads the module entries, so he can link them together in his head, and be prepared to ad lib monster responses and an order of battle when the players inevitably do something the module doesn't expect.
Since then, I have come to apply that reasoning to the modules I like. I dislike modules with an enforced plot, but I also dislike modules where the rooms or encounters seem disconnected from each other. I feel like the module should gradually reveal itself to players, so that they gradually form of understanding of the social, logical, magical or spiritual rules by which the module operates, and get a sense of its history and place in the world, without necessarily being able to articulate it. I have been referring to this is my head for some time as the "story of the module".
I mention this because the PoUR is a good example of a module that has a strong "story of the module". And that is not true of a lot of Bryce's recommendations, there are a number of recommendations that I don't like because they are lacking in this department. They may have interesting but unconnected encounters, they may even be united by a theme of some sort, but they don't reward the players with a gradual sense of understanding the environment on an emotional level.
I also want to thank Prince for including a Summary that is actually useful, in that it tells the DM what he needs to know to run the module, instead of giving a plot summary that illuminates nothing. I am particularly annoyed with plot summaries that omit the "climax" as some sort of teaser for the DM that will be rewarded after he plows through the entire module. Deliberately omitting the pieces of the module that are critical to an understanding of the module is the most wrong-headed thing a writer can do from the perspective of assisting the DM during prep, let alone at the table.
Take this line from the "DM's Background" section for Evil Tide (which read recently because I saw it on Prince's blog). "If the PCs are successful in this, they may learn more of the reason behind the sahuagin's interest in the sea caves, and what can be done to put an end to their foul designs." And then you have to read the damn module to figure out the sahuagin's interest in the sea caves. Which is damnably useless to the DM, who by rights ought to already understand the motivations of the major opponents before he reads the module entries, so he can link them together in his head, and be prepared to ad lib monster responses and an order of battle when the players inevitably do something the module doesn't expect.