A DM's Imagination

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Kyrian007

Nemo saltat sobrius
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Mar 9, 2010
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I can't run modules. It would be a huge timesaver, but my players even smell boxed text... and they immediately do everything they can to derail the adventure. Don't get me wrong, they generally try and derail even my much more loosely planned usual "outline" of an adventure too. But with those it is easy for me to get them on the path I want them to take. A module is like a railroad, they just have to go along with the ride. My usual style is like surface streets. They can go whatever way they want, but I can close roads or make detours that take them where I want to go while giving them the illusion of choice. They know I'm doing it, but they still prefer it to just playing through a module.
 

Gordon_4

The Big Engine
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Apr 3, 2020
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Okay, now I completed the unholy ritual.


I DM'd for the second time today with a module: The Wild Beyond the Witchlight. A module set in a fae circus that has characters name Candlefoot, Mr Witch and Mr Light, and the like. Its meant to be an adventure that has a baseline feeling of Saturday morning cartoon that a DM can ratchet up or down as they feel their audience is prepared to handle.

Holy shit how constructs the order in which these things work? It feels like a choose your own adventure novel except you're at the mercy of at least two other people. Honestly if there's one good reason to move to a digital method of using modules it would be using browser tabs or in-document links to quickly move between sections.

Luckily the players both had a good time, and since we're all new to this, we only went for about four hours. But still, fuck me, these modules are difficult to get your head around sometimes.