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New gunslinger class in Pathfinder's "Ultimate Combat" playtest.

Started by ggroy, January 25, 2011, 10:46:27 PM

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Pseudoephedrine

Quote from: ggroy;435451Could you elaborate more on this point?

My impression has been that a higher proportion of online games seem to use modules than offline games.

I suspect this is because online games, with their slower pace and shorter sessions, are easier to use modules with. The DM has more time to think things through and adapt the module to fit the actions of the PCs. IRL, every module game I've ever played has had some moment where we've suddenly veered off the rails and the DM has basically had to set it aside until we get back to it.

As well, modules are a useful structure in slower games because you can lose the thread of the action overall. Because things go so slowly, it's useful to be able to have a premade reference document that already has everything laid out.

These aren't hard and fast rules, just attempts to explain an impression I've developed from reading a bunch of different sites talking about online gaming (/tg especially).

Quote from: Nightfall;435447Uhm I actually think it had more to do with the fact Dungeon had better modules than most others. But I could be wrong. :P

I was never super-wowed by them, but I'm anti-module.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous