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paddirn's avatar

I think pre-written campaign content acts as a sort of creative lubricant, it helps the creative juices flow, so to speak, it lowers the barrier to entry for anybody getting into the game. While there's some extraordinairy GMs who don't need anything and can whip up a story out of nowhere with no prompting needed, many need at least some kind of detail to use as a springboard.

Unfortunately though, I've played with GMs who will stay too close to pre-written material and can't seem to imagine deviating from the published material. "That's what's written in the book..." as they lift their palms up helplessly, as if there's nothing in the world they, as the all-powerful GM, can do in this situation, certainly they can't just not do what's written in the book, because apparently it's a federal crime. So it is a bit of a balancing act, you want enough material to get people excited over the setting, but not enough that they feel constrained by what's been written.

Drelnzas Ensanguinated Fangs's avatar

Bryce at TenFootPole has always highlighted the importance of specificity and evocative descriptions in adventure module design.

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