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Aspire2Hope's avatar

Oh you hit the nail on the head here. Super read. If I look back to the adventure modules I wrote back in the 80s you can see some really bad writing. I don’t mean the language, I mean the organisation. Far too much focus on stat blocks and the events and not enough building background. I’ve been working really hard on how I feed the GM flavour, background and flexibility with the Cotsward Hundred adventures. I originally wrote them much more like my early 80s self - they were only for me at the table. Taking on a challenge of: can I improve this and my writing has really been a good growth process.

Sekomi's avatar

Some modules feature streamlined mechanics and descriptive blocks, typical of most OSR designs. Each separate room unfolds its narrative as player characters step in, and random tables work perfectly for this style.

Other modules are crafted as full mystery cases, much like most COC scenarios. Skipping thorough pre-reading may cause players to miss vital clues early on, though tactics such as the three-clue rule can mitigate this issue.

I’d like to hear your thoughts on these two module styles and which you prefer, given their vastly different preparation approaches.

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