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Scenarios / modules : what should and shouldn't feature?
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<blockquote data-quote="vulcan_idic" data-source="post: 3006029" data-attributes="member: 19615"><p>I agree with a lot of what's been said here. Here are some of my key things:</p><p></p><p> - As herzog said, "dungeon ecology is important! If you have a closed ecology, (ie, entrances to dungeon are closed untill the adventurers enter) then there should be critters that eat fungus, fungus, and creatures that eat the fungus eaters at the least. The alternative is of course to go with undead (who can wait for eternity)" Equally important is that the storyline and defined parameters of the world fit what you mind in the dungeon. i.e. if undead are rare then you need to have a good world history/plot reason to have a dungeon full of them not just "I don't need an ecology for them" In sort - It needs to all make internally consistant sense within the world it describes.</p><p></p><p> - I prefer something well described and flavorful with suggestions for adaptation into typical sorts of settings than something bland and cookie cutter.</p><p></p><p> - I want something that reads well, not something dictionary like that I need to struggle to stay awake through - it makes prepping the adventure much easier. City of the Spider Queen was great actually playing it, but reading it during prep it was dull as a textbook, for me at least.</p><p></p><p> - I have no preference for short and sweet or long and complex as long as it's well written</p><p></p><p> - As for "Detailed texts about every furniture and stone carving in a given room, or something short, easy to read quickly, that will let the DM improvise?" I prefer detailed descriptions of what's in there - I'll improvise things I want to change anyway, but a good strong theme to improvise off of is helpful. Again these descriptive texts, while very informative, should be interesting and informative to read as opposed to a laundry list, and be internally consistant with the rest of the described world.</p><p></p><p> - Sidebars with design insight are very good!! This helps me understand what the designers were thinking, whether or not I agree, and decide what I want to do with any given portion.</p><p></p><p>I recently got The Red Hand of Doom and for me it excels in all ways so far. I have not had a chance to run it yet, but I can't wait to - it is internally consistant, has great flavor and description, is interesting to read, fires my imagination, is well detailed and still adaptable, has sidebars to help me know what they were thinking and I'm confident I could adapt it to be exciting for almost any set of characters my players wish to play.</p></blockquote><p></p>
[QUOTE="vulcan_idic, post: 3006029, member: 19615"] I agree with a lot of what's been said here. Here are some of my key things: - As herzog said, "dungeon ecology is important! If you have a closed ecology, (ie, entrances to dungeon are closed untill the adventurers enter) then there should be critters that eat fungus, fungus, and creatures that eat the fungus eaters at the least. The alternative is of course to go with undead (who can wait for eternity)" Equally important is that the storyline and defined parameters of the world fit what you mind in the dungeon. i.e. if undead are rare then you need to have a good world history/plot reason to have a dungeon full of them not just "I don't need an ecology for them" In sort - It needs to all make internally consistant sense within the world it describes. - I prefer something well described and flavorful with suggestions for adaptation into typical sorts of settings than something bland and cookie cutter. - I want something that reads well, not something dictionary like that I need to struggle to stay awake through - it makes prepping the adventure much easier. City of the Spider Queen was great actually playing it, but reading it during prep it was dull as a textbook, for me at least. - I have no preference for short and sweet or long and complex as long as it's well written - As for "Detailed texts about every furniture and stone carving in a given room, or something short, easy to read quickly, that will let the DM improvise?" I prefer detailed descriptions of what's in there - I'll improvise things I want to change anyway, but a good strong theme to improvise off of is helpful. Again these descriptive texts, while very informative, should be interesting and informative to read as opposed to a laundry list, and be internally consistant with the rest of the described world. - Sidebars with design insight are very good!! This helps me understand what the designers were thinking, whether or not I agree, and decide what I want to do with any given portion. I recently got The Red Hand of Doom and for me it excels in all ways so far. I have not had a chance to run it yet, but I can't wait to - it is internally consistant, has great flavor and description, is interesting to read, fires my imagination, is well detailed and still adaptable, has sidebars to help me know what they were thinking and I'm confident I could adapt it to be exciting for almost any set of characters my players wish to play. [/QUOTE]
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