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.
I totally agree on the monster stat blocks, and most of your post. But looking at the example quote above, I too agree with the black tower issue in Waterdeep would be a big event, having run the FRCS for years on end. But, such a module, even if written for Waterdeep, can easily, and quickly be placed in Lantan, or possibly in the Moonshae's, Baldurs Gate, and the like. Change the politico's, a few NPC and POI names, and viola. Now, it's a hire job for the PC's, or whatever other hook you can create, to get them to said geographic location.
One last minor change to this idea, is that the tower, though very strange, and terrifying with aerial demons, is not so much disrupting the region other than it's existence, which in itself, is a definate issue that needs addressing. Who wants a demonicly infested tower in their harbor?
For a standard module, this should take about 10 mins to alter for a seasoned DM.
And you probably have not hamstringed your campaign in the least.
Also, too, Waterdeep, if you have ALL the original suppliments for it, has its good share of oddball events anyways.
Remember, though, that I see alot of versatility in most modules, unless so poorly written. I'm not a homebrewer per se, I'd rather spend the time on the sub plots, and intrigue lines in the campaign, and let others sweat out the details in delivering an adventure to my table, when possible.
Sure, I create my own adventures about 50% of the time anyways, but, the other half, I use someone else's sweat equity.
I commend you for having the time I wish I had in furthering my homebrew aspects.