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<blockquote data-quote="Reynard" data-source="post: 3041880" data-attributes="member: 467"><p>One thing I wish there were more of is fully detailed, stocked adventure locations -- dungeons, dank swamps, ruins, whatever -- produced completely independent of any plot, adventure or other framing element. "Adventures" are easy to come up: the elf king's daughter has been captured by Drow agents and is to be sacrifice to an Aspect of Lolth in three nights time. See -- I just came up with an adventure in like 15 seconds. Now, I have 40 hours of work ahead of me actually designing the thing, maybe 20 if i cobble togther and kit-bash pre-existing materials.</p><p></p><p>But if there was a 'module' for Dark Drow Temple -- Character levels 4 to 12 (with scaling rules), I'd be all set. Add in 'The Dark Woods' and 'Burley Barley's Waystation and Inn' and I have a real, honest to goodness adventure in my hands and ready to go. In addition those guidelines in the DMG II for using published materials would actually work, with the hours presented.</p><p></p><p>In short -- we need modular materials with which to construct our own adventures and let us concentrate on the details specific to our own settings, campaigns and PCs.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3041880, member: 467"] One thing I wish there were more of is fully detailed, stocked adventure locations -- dungeons, dank swamps, ruins, whatever -- produced completely independent of any plot, adventure or other framing element. "Adventures" are easy to come up: the elf king's daughter has been captured by Drow agents and is to be sacrifice to an Aspect of Lolth in three nights time. See -- I just came up with an adventure in like 15 seconds. Now, I have 40 hours of work ahead of me actually designing the thing, maybe 20 if i cobble togther and kit-bash pre-existing materials. But if there was a 'module' for Dark Drow Temple -- Character levels 4 to 12 (with scaling rules), I'd be all set. Add in 'The Dark Woods' and 'Burley Barley's Waystation and Inn' and I have a real, honest to goodness adventure in my hands and ready to go. In addition those guidelines in the DMG II for using published materials would actually work, with the hours presented. In short -- we need modular materials with which to construct our own adventures and let us concentrate on the details specific to our own settings, campaigns and PCs. [/QUOTE]
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