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What makes a good adventure for DM's?
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<blockquote data-quote="Treebore" data-source="post: 1468152" data-attributes="member: 10177"><p>OK, tell me something really meaningful, what modules/adventures have fit your respective bills?</p><p></p><p>My favorite modern (d20) adventures are The Grey Citadel, Lost City of Barakus, NeMoren's Vault, and the "coin" trilogy. However, I like a lot of other modules. Such as giant's Skull, Banewarrens, most of Necromancer's product line, most of Kenzers product line of modules, and Goodman Games and Open World Press (Ed Cha anyone?) are worth owning.</p><p></p><p>It also sounds to me as if i am more willing to go the "extra mile" to make a module useful to me. For example, if there is a cool backstory, and there often is, I make sure there are ways for the players to become aware of it at some point, usually after it will no longer mess up the module.</p><p></p><p>Another example, I found NeMoren's Vault to be very, ...difficult..., to run as written. So I rewrote and cross referenced what I thought was necessary because I thought the module itself would be a blast. It was. My players talked about it often afterword. This and Giant's Skull are why I am glad to hear Fiery Dragon will be doing more modules. </p><p></p><p>So I like modules, a lot of modules. So when I read everyone's requirements I am asking myself which one's don't they find worth buying? For example, I really don't like Necropolis, but it has awesome maps, decent monsters, and several "encounters" that have been worth the price of the book to me.</p><p></p><p>Another one I had a problem with is Banewarrens. I thought the time constraints were too much like railroading, so I got rid of them. Plus there were a number of encounters/traps that were way to deadly/lopsided for 6th or 7th level characters (DC 30+ checks, to many traps in one area) so I rewrote them to bring it in line with my 50/50 rule. That is a character will have no worse than a 50/50 chance to spot/disarm/save against any one effect.</p><p></p><p>I do agree with a previous poster that modules often have too much magic/treasure for my tastes, but that is easy to take care of.</p><p></p><p>So what modules do you like? What kind of modifications, specifically, are you willing to make? IE pick a module and tell me some of the specific changes you were willing to make and tell when it became "too much" to be worth your time.</p><p></p><p>I am asking this as a DM/player. I am not a game designer or writer. I am just curious as to why so many of you sound so much "pickier" than I am.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1468152, member: 10177"] OK, tell me something really meaningful, what modules/adventures have fit your respective bills? My favorite modern (d20) adventures are The Grey Citadel, Lost City of Barakus, NeMoren's Vault, and the "coin" trilogy. However, I like a lot of other modules. Such as giant's Skull, Banewarrens, most of Necromancer's product line, most of Kenzers product line of modules, and Goodman Games and Open World Press (Ed Cha anyone?) are worth owning. It also sounds to me as if i am more willing to go the "extra mile" to make a module useful to me. For example, if there is a cool backstory, and there often is, I make sure there are ways for the players to become aware of it at some point, usually after it will no longer mess up the module. Another example, I found NeMoren's Vault to be very, ...difficult..., to run as written. So I rewrote and cross referenced what I thought was necessary because I thought the module itself would be a blast. It was. My players talked about it often afterword. This and Giant's Skull are why I am glad to hear Fiery Dragon will be doing more modules. So I like modules, a lot of modules. So when I read everyone's requirements I am asking myself which one's don't they find worth buying? For example, I really don't like Necropolis, but it has awesome maps, decent monsters, and several "encounters" that have been worth the price of the book to me. Another one I had a problem with is Banewarrens. I thought the time constraints were too much like railroading, so I got rid of them. Plus there were a number of encounters/traps that were way to deadly/lopsided for 6th or 7th level characters (DC 30+ checks, to many traps in one area) so I rewrote them to bring it in line with my 50/50 rule. That is a character will have no worse than a 50/50 chance to spot/disarm/save against any one effect. I do agree with a previous poster that modules often have too much magic/treasure for my tastes, but that is easy to take care of. So what modules do you like? What kind of modifications, specifically, are you willing to make? IE pick a module and tell me some of the specific changes you were willing to make and tell when it became "too much" to be worth your time. I am asking this as a DM/player. I am not a game designer or writer. I am just curious as to why so many of you sound so much "pickier" than I am. [/QUOTE]
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