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<blockquote data-quote="Dannyalcatraz" data-source="post: 1604226" data-attributes="member: 19675"><p>1) Quoting myself in another thread:</p><p></p><p></p><p></p><p>2) Temple of Elemental Evil, in any form you can find it, is one of the best modules out there. While none of these has been updated for 3Ed, Tomb of Horrors, Desert of Desolation and White Plume Mountain are also classics. There is also the Vecna Lives high-level module that is pretty juicy.</p><p></p><p>3) I once used a 1-page update page formatted like a newspaper to give players updates on their actions and what else was newsworthy in the campaign world. While the "G.A.I.A. Gazetteer was used in a Champions campaign based on the works of H.G.Welles, Jules Verne, and the Space: 1889 game campaign world, the concept could easily be translated into the sheet carried by a town crier or posted by a herald.</p><p></p><p>I recommend this technique whole-heartily because it makes the players think about the campaign world in real-world terms, and the little rumors and blurbs planted in the sheet often lead to table talk and speculation that will provide you with ample adventure hooks and ideas. After the initial 3 adventures in that campaign, I didn't have to come up with any more ideas for adventures for almost a year- the players gave me everything I needed, and were never the wiser.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 1604226, member: 19675"] 1) Quoting myself in another thread: 2) Temple of Elemental Evil, in any form you can find it, is one of the best modules out there. While none of these has been updated for 3Ed, Tomb of Horrors, Desert of Desolation and White Plume Mountain are also classics. There is also the Vecna Lives high-level module that is pretty juicy. 3) I once used a 1-page update page formatted like a newspaper to give players updates on their actions and what else was newsworthy in the campaign world. While the "G.A.I.A. Gazetteer was used in a Champions campaign based on the works of H.G.Welles, Jules Verne, and the Space: 1889 game campaign world, the concept could easily be translated into the sheet carried by a town crier or posted by a herald. I recommend this technique whole-heartily because it makes the players think about the campaign world in real-world terms, and the little rumors and blurbs planted in the sheet often lead to table talk and speculation that will provide you with ample adventure hooks and ideas. After the initial 3 adventures in that campaign, I didn't have to come up with any more ideas for adventures for almost a year- the players gave me everything I needed, and were never the wiser. [/QUOTE]
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