The Grassy Gnoll
Explorer
I still haven't quite forgiven the parents for tossing my stack of White Dwarves and Dungeons. It was only 20 years ago...
I would certainly like to see more 'bit' modules. I homebrew most of my own campaigns. I would likely never run HotDQ or other such modules. I prefer to build the overall story arc myself (though I might be in the minority with that). I would LOVE to have small adventures that are campaign neutral and limited to say 1-2 total levels. A module dealing with the assassination of a local noble by a thieves guild that spans character levels 3-4 would be an example. Or a dungeon crawl in search of a rare magical herb for a local Druid enclave that deals with a run through an abandoned Dwarf outpost that will take characters from level 6 to 7....I think you get the idea. I like your idea of self-contained encounters as well. A well built black dragon lair in a swamp or a coordinated ambush by orcs along a trade route would be neat as well. Basically, I would like to see options to plug-and-play to create unique campaign progressions which can merge with my existing work.
5e versions of...
- Dungeon Delve (4e)
- NPC Codex (Pathfinder)
...would give me a nearly complete 5e DM's toolkit (and cover a lot of your wants).
Yep I totally agree. I am currently at work and have absolutely nothing planned for my game tonight. With this edition I am having a real hard time coming up with a decent campaign and I could really use some adventures to build off of. Tonight's game kinda got set up on short notice, so I could really use a stand alone dungeon to crawl or something. I just have too much going on in a busy adult life and I am lazy on to of that. Having to come up with absolutely everything all the time is tough.
PotA is a grab-bag of dungeons. If you have a need for this kind of thing, and a tiny bit of time for prep, it's a good buy. I feel like
maybe this point is getting lost in the "oh not another mega-campaign" narrative.
Not the kinds of resources I've ever felt a strong need for. I'd only use modules when expected in organized play like AL. My style tends more towards the improvisational, 4e was the only edition since early AD&D where I did any prep for encounters, and that only because it was so easy. 5e encounter design guidelines aren't really worth going through, though, and monsters are easily condensed into a few critical number as in classic D&D (and it's easy to ballpark those numbers) so it really lends itself to no/minimal prep and improvisation. Fun for me, but if that's not your style...
it would still be nice to have some relatively polished building blocks to work into an otherwise improvisatory game.
I would certainly like to see more 'bit' modules. I homebrew most of my own campaigns. I would likely never run HotDQ or other such modules. I prefer to build the overall story arc myself (though I might be in the minority with that). I would LOVE to have small adventures that are campaign neutral and limited to say 1-2 total levels. A module dealing with the assassination of a local noble by a thieves guild that spans character levels 3-4 would be an example. Or a dungeon crawl in search of a rare magical herb for a local Druid enclave that deals with a run through an abandoned Dwarf outpost that will take characters from level 6 to 7....I think you get the idea. I like your idea of self-contained encounters as well. A well built black dragon lair in a swamp or a coordinated ambush by orcs along a trade route would be neat as well. Basically, I would like to see options to plug-and-play to create unique campaign progressions which can merge with my existing work.
Even easier to improvise, IMHO. No numbers to ballpark, just descriptions. For instance, take a story (book, movie, fairy tale, whatever) and a pre-modern place & time in history (or fiction) other than the one the story's set in. Boom, an adventure: villains, setting, conflict. Another trick is to draw inspiration from the characters. Say everyone just brings the character they want. Find something at least a few of them have in common (or complementary) - like similar/related alignment, ideals, race, background, or whatever - tie them together with it, and riff off it.what you say really only applies to monsters and combat - which I agree is pretty easy to improvise. But what about scenarios and adventures, site locations and dungeons?
Even easier to improvise, IMHO. No numbers to ballpark, just descriptions. For instance, take a story (book, movie, fairy tale, whatever) and a pre-modern place & time in history (or fiction) other than the one the story's set in. Boom, an adventure: villains, setting, conflict. Another trick is to draw inspiration from the characters. Say everyone just brings the character they want. Find something at least a few of them have in common (or complementary) - like similar/related alignment, ideals, race, background, or whatever - tie them together with it, and riff off it.
Dungeon maps and locations can be re-used from older eds and other games. I re-use maps from Encounters (back when it included little perks like that) all the time, for instance.
Sorry, DM aids sells by definition only to a small percentage of the customer base (only one in five is the DM, and far from all DMs need help), so, won't happen.
Not from Wotc/Hasbro, that is. If 3PP are ever let in on 5th ed, perhaps.