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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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10 Reasons Why Adventures Don't Sell "Well"
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<blockquote data-quote="Dagger75" data-source="post: 1121510" data-attributes="member: 539"><p>I have bought a fair share of modules. I have bought Return to the temple of elemental evil, I have all 3 books for Rappun Atuk (spelling), I get Dungeon when it comes out and you know how many of these I have run..</p><p></p><p> ZERO.</p><p></p><p>Here are my reasons</p><p></p><p>1. Mega-Adventures: This sounded like a good idea. I thought it would be neat be able to go from 4-20 with one book. But these things shouldn't sell themselves as Mega-adventures, they are campaign settings. </p><p> Back when I first started playing D&D, the DM bought a module and sprung them on us. One week we would be playing a dungeon he drew in English class the next week we would be in Homlet. The module was just something we did as adventurers, now they are what the entire campaign is based upon.</p><p></p><p>2. Setting Specific: I am Homebrew type of guy and contrary to what these adventures say, minor tweaking does not allow these be placed anywhere. I want to read it and use it. If I have to spend more than hour trying to fit the bloody thing into my game I could make my own adventure in that amount time.</p><p></p><p>3. World Changing Events: Maybe its just the few I have picked up but why do the conclusions of some modules seem to have change the world. Banishing this god limiting the spell access of all his worshippers for 200 years type of endings. Those are campaign goals, not module goals.</p><p></p><p> What I would like</p><p></p><p>Settings- Less specific the better. The larger the area the module encompasses the more it effects my campaign world. If module X takes place around a small village near a forest, that is a lot easier for me to add it. If module Y requires it to be set in metropolis with a large thieves guild. My large metropolis may not have a thieves guild, or it may have one large mafia type guild. Now I have to work on how fit this game into my world. More work for me.</p><p> </p><p> Here is an example of what I like</p><p></p><p> An abandoned temple to the God of Nature has been unearthed. Strange animals have been seen in the woods and have been attacking the farm animals of a nearby village. The villagers are fearful that they may start attacking them and ask the adventures for help.</p><p> What I want in the module is a map of the temple and encounters within. A few encounters on the way to the temple would be nice. </p><p></p><p> Here is what I don't like in a module</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> I want to go to my game store, pick up a module read through it once and play it that night. </p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Dagger75, post: 1121510, member: 539"] I have bought a fair share of modules. I have bought Return to the temple of elemental evil, I have all 3 books for Rappun Atuk (spelling), I get Dungeon when it comes out and you know how many of these I have run.. ZERO. Here are my reasons 1. Mega-Adventures: This sounded like a good idea. I thought it would be neat be able to go from 4-20 with one book. But these things shouldn't sell themselves as Mega-adventures, they are campaign settings. Back when I first started playing D&D, the DM bought a module and sprung them on us. One week we would be playing a dungeon he drew in English class the next week we would be in Homlet. The module was just something we did as adventurers, now they are what the entire campaign is based upon. 2. Setting Specific: I am Homebrew type of guy and contrary to what these adventures say, minor tweaking does not allow these be placed anywhere. I want to read it and use it. If I have to spend more than hour trying to fit the bloody thing into my game I could make my own adventure in that amount time. 3. World Changing Events: Maybe its just the few I have picked up but why do the conclusions of some modules seem to have change the world. Banishing this god limiting the spell access of all his worshippers for 200 years type of endings. Those are campaign goals, not module goals. What I would like Settings- Less specific the better. The larger the area the module encompasses the more it effects my campaign world. If module X takes place around a small village near a forest, that is a lot easier for me to add it. If module Y requires it to be set in metropolis with a large thieves guild. My large metropolis may not have a thieves guild, or it may have one large mafia type guild. Now I have to work on how fit this game into my world. More work for me. Here is an example of what I like An abandoned temple to the God of Nature has been unearthed. Strange animals have been seen in the woods and have been attacking the farm animals of a nearby village. The villagers are fearful that they may start attacking them and ask the adventures for help. What I want in the module is a map of the temple and encounters within. A few encounters on the way to the temple would be nice. 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. [/QUOTE]
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