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Do you prefer a ton of detail fleshing out an adventure module, or do you prefer only the most note worthy and explicit features required to run the adventure? there's two competing schools of thought on how one creates more work for the DM than the other. However they might be overlooking the effort that goes into summing and paraphrasing down a lot of fluff into actionable material to execute at the table, and how flexible the canvas is to do whatever it is you wish with the more straightforward template.
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>>97815182
This topic has been discussed to death for decades. Nothing new is gonna come out of this thread. The only wisdom I will leave you with is to read more books. Start with AD&D DMG.
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>>97815182
theres a middle zone thats optimal
but being in the middle doesnt mean perfectly in the middle, it can skew towards one side or the other, it really depends on the players
its always good to include a few extraneous details solely for fluff regardless, just so your players dont feel like they are running around a void

obviously you cant describe a secret tunnel, because then it wouldnt be a secret anymore
but if the only thing you describe in the room are two doors and a painting, then the players will obviously think the painting is suspicious
but if you describe every single thing in the room in great detail, then they have no reason to look at anything in particular
so you need to find a good balance where your players will rightfully suspect a secret in that room but not know where the secret is in 10 seconds
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>>97815182
There's 2 axis to take in account, one is quality, the other is quantity.
Quantity of content in F.A.T.A.L. does not improve it's quality.
"The adventures of Indiana Jones" isn't any better from being short.
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>>97815210
>Axis
>Posts Indiana Jones

Heh…
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>>97815227
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>>97815182
Are you posting this because of the recent controversy of Questing Beast criticizing DCC?
Because well, he's kind of right about many things he said about DCC. On the other hand, he also writes shitty stuff, like Knave 2e, that book is just barely passable for the non-rule tables only, but as a self-contained game is bad, rushed, untested, epitome a No-Games collector's item, a Funko-Pop made of paper. So both sides can write shitty stuff, just with different styles.
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>>97815256
Is Knave really that bad? I just assumed he would have made something decent he's been at RPGs for so long.
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>>97815256
What were his points about DCC?
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>>97815256
Dave Thaumavore RPG Reviews
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>>97815293
Ok, from the top of my head:
As a game it is just an untested blueprint of a dev-kit, Abilities are unbalanced, leveling up is wonky, the most fucked class is thief, but all classes got fucked somehow. DC is fucked, overworld traveling is a chore, untested, unbalanced, travel hazard die is a horrible idea that looks kinda OK in paper but it's awful when playing, it was obviously not tested enough, or rushed, or just ignored. Delving item usage mechanics is bad, NPC reaction table just wants to be different, but creates stupid situations like getting help or getting information shared from barely sentient vermin foes (WTF?), etc. Combat rules are so loosely defined, like it doesn't even define what Melee is. Relic magic seems cool on paper but when you get to play it is awkward, like, you do all the whole stuff and your item just will not work because ti says so and tells you to get another one, rinse and repeat. The economy is totally unbalanced, untested, bakers does as much in a year from selling bread than an adventurer going to a big ass dungeon for weeks/months and with no need to risk their lives. Henchmen morale is a joke. And for a game that wants you to XP from treasure, has no FUCKING treasure table in the whole book!
SO basically its a product for people who like to collect books that resemble a TTRPG, but when they are put in practice it just crumbles as a house made of cards. It has pretty art tho, but that's so fucking subjective anyway.
Ben's stans defense is: "Bu-but you have to do the legwork yourself! YOu got to homebrew! it is a kit! not a full game! You supplement it with other BOOKS!" Well fuckers, the book isn't exactly cheap and it claims to be a full-fledged complete game. Huge disappointment. (A couple of tables are decent, NGL, but is not like you can't get something like those somewhere else even for free)
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>>97815351
OH, and your weapon breaks if you roll a 1, every, fucking, time. Like it is Breath of the Fucking WILD but in paper, Fuck you Ben...

I think Ben Milton is just a good designer if the game is a micro-zine or if the game is for little kids, but the TTRPG serious designer shoes are too big for him.
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>>97815293
Its pdf honestly reminds some kind of a B/X summary as if some student written down about what he heard on the first lection of D&D.
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>>97815182
A lot of people are obsessed with bulletpointslop. I don't need a module to tell me a bedroom has a bed, a chest of drawers, and 10GP in a sock. I want inspiration for something unique, and a bare bones list of generic features and a map of squares and rectangles is a waste of time/money. I can do that myself.

>>97815299
He blasted Goodmans games collected essay book How to Write Adventure Modules That Don't Suck (which isn't an adventure, and is full of guest writers giving a bunch of whatever GM advice), and then also whinged that the milestone #100 box set was too long as if it was anything like the regular modules. He then kept stirring the pot for engagement and released more videos and posted about it. Hack.
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>>97815182
I prefer to play a game.
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>>97815351
>Ben's stans defense is: "Bu-but you have to do the legwork yourself! YOu got to homebrew! it is a kit! not a full game! You supplement it with other BOOKS!"
Yeah, I guess I will play D&D
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>>97816409
>book How to Write Adventure Modules That Don't Suck
I can't believe advice in that book is
>make three paths a player can choose
>the first path has an old man who sends you back
>the second path is a dead end
>third path is correct
holy cow



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