ExiStanc3
First Post
I'm an advocate of the return of 'adventures modules' for TT rpg. I do find that over the years the systems we have at our disposal did 'improve' a lot: we have so much choices today, supporting very different kind of game play (you might prefer some over others, this is not my point).
Sadly (or is it?), I do think that the design of settings and/or adventures modules have not evolved with the same diversity. Is it due to the epic failure of the WoD? I don't know, but I do feel some kind of resignation about this subject: 'this is impossible', 'we do not need those'. Honestly, the common settings out there do not please me either and I do not find them very useful, but I do believe other types of products are possible. Aren't we (I mean the DMs) all inspired by books, graphic novels, video games or movies, teleseries for our game? Isn't there anyway to provide something designed for our needs, that could be useful?
I'll briefly describe what Avalanche (my project) and Point of Light proposes as new approaches for this stake (I believe they both try to attain the same goal, but with different design):
- they are both system independant
- they both propose quite 'typical' setting
- they both never mention the PCs
- they provide some kind of 'hooks', some sort of a big box of ideas
- they use very specific design with strong structures (hex coordinates and events in a calendar)
- they are designed to be robust: your players can break some parts
- they provide the feel of a living world: a world that is not waiting for your players and expecting something from them
- each game with those products should be different (as opposed to traditional adventures)
- it is not possible to use all of the product with a single group (and the products are designed that way)
- they do not have a linear structure (they are not chapter based)
- they provide some kind of 'skeleton', leaving room for the DM to incorporate their ideas and in fact complete the product.
- they are much more about immediate stakes, situations and not about a fixed world
- Avalanche (and a little bit PoL) tries to help the DM manages the time in game play (the fictionnal time of the setting)
- note that PoL is mid level description as Avalanche is very high level
Questions:
- I know it is not to everyone's taste, but do you think there is [more] room for those types of products?
- what do you need to find a setting/adventure module useful?
- do you think those types of products might be useful to attract new players?
Note: I start this thread following my mistake with this one, as the subject interests me. Terribly sorry for the threadomancy.
Sadly (or is it?), I do think that the design of settings and/or adventures modules have not evolved with the same diversity. Is it due to the epic failure of the WoD? I don't know, but I do feel some kind of resignation about this subject: 'this is impossible', 'we do not need those'. Honestly, the common settings out there do not please me either and I do not find them very useful, but I do believe other types of products are possible. Aren't we (I mean the DMs) all inspired by books, graphic novels, video games or movies, teleseries for our game? Isn't there anyway to provide something designed for our needs, that could be useful?
I'll briefly describe what Avalanche (my project) and Point of Light proposes as new approaches for this stake (I believe they both try to attain the same goal, but with different design):
- they are both system independant
- they both propose quite 'typical' setting
- they both never mention the PCs
- they provide some kind of 'hooks', some sort of a big box of ideas
- they use very specific design with strong structures (hex coordinates and events in a calendar)
- they are designed to be robust: your players can break some parts
- they provide the feel of a living world: a world that is not waiting for your players and expecting something from them
- each game with those products should be different (as opposed to traditional adventures)
- it is not possible to use all of the product with a single group (and the products are designed that way)
- they do not have a linear structure (they are not chapter based)
- they provide some kind of 'skeleton', leaving room for the DM to incorporate their ideas and in fact complete the product.
- they are much more about immediate stakes, situations and not about a fixed world
- Avalanche (and a little bit PoL) tries to help the DM manages the time in game play (the fictionnal time of the setting)
- note that PoL is mid level description as Avalanche is very high level
Questions:
- I know it is not to everyone's taste, but do you think there is [more] room for those types of products?
- what do you need to find a setting/adventure module useful?
- do you think those types of products might be useful to attract new players?
Note: I start this thread following my mistake with this one, as the subject interests me. Terribly sorry for the threadomancy.