Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site gitpyr.UUCP Path: utzoo!watmath!clyde!cbosgd!gatech!gitpyr!cc100jr From: cc100jr@gitpyr.UUCP (Joel M. Rives) Newsgroups: net.games.frp Subject: Re: Modules (Flame, really) and a 'Zine Message-ID: <1169@gitpyr.UUCP> Date: Tue, 10-Dec-85 09:43:05 EST Article-I.D.: gitpyr.1169 Posted: Tue Dec 10 09:43:05 1985 Date-Received: Wed, 11-Dec-85 04:21:47 EST References: <896@nmtvax.UUCP> Reply-To: cc100jr@gitpyr.UUCP (Joel M. Rives) Distribution: net Organization: Office of Computing Services, Georgia Tech Lines: 31 In his recent posting Mr. Madden came down very heavy on the use of modules. To a large degree, I must agree with him. Modules tend to decrease the creative indeavor of the GM. There is however, a great deal more to GM-ing than creating interesting scenarios. And not all buyers/users of modules use them lock stock and barrel. For many years, I ran a successful AD&D campaign. The "world" was largely my own design from a macroscopic point of view. I did upon occasion insert modules which seemed to fit very nicely into the picture (time strictures can often limit the creative flow). Never did I feel compelled to run the module as presented - mostly due to the fact that some matters simply wouldn't jive with our universe. Even so, I disdain the use of modules as a habit. Unfortunately, there are far more players out there than can be accomodated by that rare breed of animal, the Good GM. Many of the players I know are college students. How many college students do you know that consistantly have the time to develop well rounded worlds? The trick, of course, is to build slowly and be willing to wait. There is however, another alternative, one which I have taken to with relish. If you are the type of GM who prefers a world where power is not run rampant (where magical swords are not a dime a dozen) and are interested in politics, diplomacy and a world rich in detail of all sorts, I highly recommend the world of Harn. The creators of this series of maps, indexes and documentaries upon the island world of Harn have - in my opinion - done an excellent job! What they provide you with is the backdrop against which a Gm can turn his or her creativetalents towards motivating characters. Granted, some GM's relish the developmentof maps the attention to minute detail which definately enriches any adventure. To these people: you will probably not like Harn. But for those - like my self - who prefer to bend our creative talents towards developing intricate plots and sub-plots, who seek to maintain some sort of cohesive whole to the political and social situation, the Harn Series is just the thing. Harn is not another Fantasy Role Playing system. It is a fully developed back- drop with in which a GM can use what ever frp system they prefer. I do, however, recommend using RuneQuest or Role Master, as these two seem to fit in best. the never present whisper spirit