Dagger75 said:Here is what I don't like in a module
A large black tower appears in the middle of the harbor of Waterdeep. Lightning shooting from a large glowing green orb at it top is sinking ships as they enter and leave the busy port city. This disrupts trade up and down the entire Sword Coast. Demons are seen flying from the tower at night and the Lords of Waterdeep are nowhere to be found. Its up to the adventures to solve this problem.
This seems like a good place to START a campaign. It might have cool pictures and be hardbound but I won't buy it even if I was running a Forgotten Realm game. This would seem like a pretty major event, not something for a module. It has world shattering consquences that change the whole tone of my game.
I want to go to my game store, pick up a module read through it once and play it that night.
Ohh one more thing, if there is encounter and says go to page xxx in the monster manual I will scream. Monster stat blocks are your friends, please use them.
Celtavian said:I'll list some of they reasons why I don't buy adventures:
1. I usually only buy adventures with a well-written summary that attracts my attention. Even then, they must have received good word of mouth aka reviews.
Celtavian said:2. Why hasn't someone set up an adventure review site by level? If it is out there, I haven't found it.
I like to be able to go to a place that sells or reviews adventures and just pick a level to get a list of adventures available for that level.
Celtavian said:3. There are just too damn many adventures. I certainly can't be expected to buy a multitude of adventures given that I game maybe once or twice a week. I can finish a small module like Forge of Fury in 4 or 5 sessions over the course of 2 to 5 weeks. That is with everyone able to play consistently.
That means that under absolutely optimal conditions I can play 26 to 10 adventures the size of Forge of Fury a year. That is under completely optimal conditions which is not going to happen.
Celtavian said:4. Dungeon is cheaper. Why should I spend the money on a module when I can get a magazine that gives me quite a few good adventures. Alot of the time, I will use a modified Dungeon adventure. No need to pay for a single adventure.
Celtavian said:5. The Internet. There are plethora of free adventures on the internet. Now and then I go and grab one and modify it for my campaign.
Celtavian said:6. My own material: I also like to create my own material quite often. There is just something satisfying about creating your own material.
Celtavian said:7. Mega-modules: I love mega-modules as well. If I have the chance to buy a few regular adventures or a mega-module with a built in plot meant for long-term play, I'm all over the mega-module. They provide a great framework for a campaign. No need to buy adventures for a long, long time.
Celtavian said:I don't look at adventures very often mostly for the above reasons. An adventure really has to have good word of mouth for me to buy it. Otherwise, I have no desire to waste my money on an adventure I may or may not want to use that may or may not be good.
Ed Cha said:Every publisher uses different charcter level ranges. I go by 1-2, 3-5, 6-9, 10-14, and 15-20 when I write my adventures, but everyone is different. Some don't even put the level range on the cover or the inside introduction. There should at least be a suggestion range, in my opinion.
Varianor Abroad said:Hey Ed, what do you think the range is going to be on Village of Omelet? Congrats on a SJG parody by the way. That is the big time!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.