A comment/confession

I've probably missed out on a great many good modules in my time. I've probably failed to use some really interesting rules options. And I will continue to do so.

Why?

Because for a module to really grab me, it cannot just be fun to play. It must be fun to read. A lot of people claim that they don't want particularly flavorful prose, that their game books should present the facts and numbers and nothing more. Me, I couldn't disagree more. If I can't get through reading something, it's never going to see any use in my campaigns. If I'm not inspired by the writing, I'm not likely to even get to the rules.

Just a random observation, brought to you in light of all the "Rate Module X" threads going on right now. I'm staying out of many of them (though not all), precisely because I don't think I can judge the modules in question on the same basis as most others.
 

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I have to agree here, Ari. Every adventure admonishes the DM to read it through carefully before attempting to present it, to familiarize himself with the workings. If an adventure doesn't have something that makes me want to read it through, it's doomed to be ignored and forgotten. :p
 

Geron Raveneye said:
Every adventure admonishes the DM to read it through carefully before attempting to present it, to familiarize himself with the workings.
This is the reason for which I almost never use modules. They are way too long to read, so in the end it's shorter to write the module myself (and improvise a lot during the gaming session).
 

I agree too. I like it when it add little bits like 'The four Goblins are playing Texis Hold 'Em. There is a 50% chance that one of them, a poor bluffer, has lost all his copper and is currently pacing the room in annoyance, glancing around, giving him a +2 bonus on Spot checks.' or something like that. Not only does it add a little bit more realism, but it also makes it more interesting.

A lot of adventures seem like a great deal of work, which I'm sure they are, but there's something about when I see little jokes here and there that lead me to believe that someone has a sense of humor and is sharing that little bit with those of us who read it. I feel more like reading those adventures. Don't get me wrong, however, I dislike adventures which are more spoofs than anything, such as Castle Greyhawk, for example.

Now, I may have led you to believe that all I care about is a joke here and there and I'm good to go. That is partially true, but I'm also interested in an adventure being interesting.

1. Of course an adventure has to have a cool villian. An adventure set around Desmodu [from a recented rezzed thread] does not interesting. An adventure centered around Yuan-Ti.

2. The reason for them being the main villian must be interesting. 'What are we going to do tonight, Ssethssniss?' 'Try to take over the world.' Blah. Needs a better plot hook.

3. Adventure must be interesting. Politics [a little, anyway, not too much], Intrigue, Backstabbings, Traitors, etc. are useful.

4. Interesting writing. A person could take all of the above and though the adventure is awesome, bland writing will kill it. The writer needs to breathe life into the adventure. Much as a good author can make or break a novel, the same goes for an adventure.

There's my ramblings of agreement. I can't completely think straight cause I'm exhausted, but there's' my thoughts anyway.
 

Ever play Top Secret, Mouseferatu?

For those who haven't, the boxed game included an introductory adventure, Operation: Sprechenhaltestelle - it's more of a mini-setting than an adventure however, detailing a city block in a nameless European seaport. It is a hotbed of Cold War intrigue, where neither people nor places are what they seem.

The adventure includes extensive notes for running adventures generally, as befits an introductory adventure aimed straight at newbs to not only the game but roleplaying generally. The player characters each receive a couple of rumors about "Sprechenhaltestelle" - usually code words or references to various personages or places - and then are literally dropped off at the curb and left to their own devices. From there on the spies explore the area - what and with whom they come into contact is entirely based on the actions they choose.

Each of the buildings in the area are detailed - at street level, roof tops, and below ground. There is a secret casino, a submarine dock, a haven for spies known as "Sanctuary," and so on, each offering different sorts of intrigue and adventure.

The thing about O:S that I still like after all these years is that there is no road map for the GM - no unifying story, no in-depth background, not even names for most of the NPCs (just code words occasionally, tied to the rumors received by the PCs). Reading the module compels the GM to make the connections, add flesh to the bones, and as a result it is, for me at least, an enjoyable read. Look up the butcher shop at street level and you get a description of a butcher shop - look at its basement, and the passage connecting it to a secret surgery and prison, and you learn that the sausage they serve has a pretty unsavory source, lending credence to the rumor, "The butcher shop serves the unluckiest people in town."

What makes this module such a pleasure to read for me is that I have to make most the connections - for example, who is the Wizard and where is he? - without having them spelled out explicitly. It made me work to run the adventure in really interesting ways. There was no story, no plot, and yet at the same time there were a dozen stories and plots to piece together.

I'm willing to bet that O:S would win an award for "Worst Adventure of the Year" (if such a thing exisited) and a sheaf of one-star reviews from gamers if it was introduced today. But it was, and is, one of my favorite adventures to read and re-read.
 

Ya, it has to be an interesting read but I don't expect a module to be a novel. When I read a module I want cool encounters and situations that I can envision being fun for my group.
 

I agree- an adventure that's a boring read is an adventure I won't read, and an adventure I haven't read is one I doubt that I'll ever use. :)

The Shaman said:
Ever play Top Secret, Mouseferatu?

For those who haven't, the boxed game included an introductory adventure, Operation: Sprechenhaltestelle - it's more of a mini-setting than an adventure however, detailing a city block in a nameless European seaport. It is a hotbed of Cold War intrigue, where neither people nor places are what they seem... I'm willing to bet that O:S would win an award for "Worst Adventure of the Year" (if such a thing exisited) and a sheaf of one-star reviews from gamers if it was introduced today. But it was, and is, one of my favorite adventures to read and re-read.

I always loved Operation Sprechenhefensomethincantpronounce. :) :cool:
 

Turanil said:
This is the reason for which I almost never use modules. They are way too long to read, so in the end it's shorter to write the module myself (and improvise a lot during the gaming session).

Try reading The Banewarrens. When the module got in my hands I wanted to drop everything else and run it RIGHT NOW. It's an amazing module.
 


Fans of that Top Secret module with the absolutely unpronouncable name ... try playing it with a bunch of crazy people and a chaotic evil Administrator. Whether you enjoy it or not, it will definately be a very memorable experience.
 

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