Post by Kainguru on Jan 20, 2018 5:31:30 GMT -8
THAT is a very interesting topic in itself. I come from the school of 'that's how all modules should be run', as well as a counter to the 'module nay sayers'. Because run as an 'ideas generator' even the shittest module can make for a great game.
For a module to be able to be 'run out of the box' is almost impossible because the amount of detail required for ALL situations and outcomes would result in a tome made up of several separate books. The only exception would be the running of those old tournament modules as they were designed to be run - ie: one-shot convention games with a strict time limit and pregens.
Properly used a module should be almost indistinguishable from a 'home brew' as, in developing the ideas in a module for play, the module becomes 'your game' as much as any 'home brew'. I think a lot of people are afraid to tinker with modules to suit their table just like a lot of people are afraid to tinker with the system to suit their tastes, because they fear they'll 'break' some undefined thing . . .