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Wow, I just made this thread huge, and then deleted it.
Why? Because all that typing wasn't necessary for what I have to ask. Such is the ways of Sabre, I guess.
But anyway...
The main elements of a d-mod are it's story, it's humour, what new enemies are on offer, what new items/spells you can discover, and the mapping of the world.
Also, the amount of secrets on offer, and the quality and quantity of combat are both important aspects.
But what percentage of each should a d-mod be made up of? Quest for Cheese and A Knights Tale both go mainly for humour, and in AKT's case, a lot of fighting.
Legend of Tenjin, on the other hand, takes itself rather seriously.
So, what do you all find the most important aspects to a d-mod to be? And could a d-mod author make a good d-mod be percieved as great because it ticks all the right boxes? That's what a certain epic I'm playing right now feels like.
Discuss.
Why? Because all that typing wasn't necessary for what I have to ask. Such is the ways of Sabre, I guess.

But anyway...
The main elements of a d-mod are it's story, it's humour, what new enemies are on offer, what new items/spells you can discover, and the mapping of the world.
Also, the amount of secrets on offer, and the quality and quantity of combat are both important aspects.
But what percentage of each should a d-mod be made up of? Quest for Cheese and A Knights Tale both go mainly for humour, and in AKT's case, a lot of fighting.
Legend of Tenjin, on the other hand, takes itself rather seriously.
So, what do you all find the most important aspects to a d-mod to be? And could a d-mod author make a good d-mod be percieved as great because it ticks all the right boxes? That's what a certain epic I'm playing right now feels like.
Discuss.