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Matt Colville on adventure length
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<blockquote data-quote="tetrasodium" data-source="post: 9321159" data-attributes="member: 93670"><p>I thought it was a great video when I saw it & agree with him, but there is one benefit of modules that he didn't directly★ mention. Specifically the fact that players will ask questions or do/investigate things that requires the GM to make things up. When that happens in a module it's easy for the GM to make things up that are tied to some ongoing events in the world future adventure hook or larger plot & any inconsistencies with the module are easy to smooth out in what might only span a couple tens of pages. When that happens in a ~200 page hardcover monolithic adventure the GM needs to be aware of & accommodate everything developing in the many dozens of pages then make a commitment to continually adjusting the ongoing cascade of problems they caused with that creation</p><p></p><p>★indirectly with the prep overhead if you extend it a few steps</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9321159, member: 93670"] I thought it was a great video when I saw it & agree with him, but there is one benefit of modules that he didn't directly★ mention. Specifically the fact that players will ask questions or do/investigate things that requires the GM to make things up. When that happens in a module it's easy for the GM to make things up that are tied to some ongoing events in the world future adventure hook or larger plot & any inconsistencies with the module are easy to smooth out in what might only span a couple tens of pages. When that happens in a ~200 page hardcover monolithic adventure the GM needs to be aware of & accommodate everything developing in the many dozens of pages then make a commitment to continually adjusting the ongoing cascade of problems they caused with that creation ★indirectly with the prep overhead if you extend it a few steps [/QUOTE]
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Matt Colville on adventure length
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