Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Against the Slave Lords/Dungeons of dread books...or another module/campaign?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6231375" data-attributes="member: 4937"><p>Desert of Desolation has minimal wilderness exploration, but considering how much time that the module spends describing wilderness exploration, providing wandering encounter tables, considering the problem of desert survival, and so forth one of my complaints against it is that it doesn't provide enough space to really make it relevant or interesting. Everything is basically a days journey from everything else.</p><p></p><p>It would be possible to convert Desert of Desolation to a sand boxy environment - there are plenty of factions, plenty of room for adding your own ruins, NPCs, lost tombs, etc. But while there would be some advantages to this in having the plot evolve more naturally from its initial railroad hook and without the need to resource to Schrodinger's map, this would be a tremendous amount of work. Fun and good exercise though. But make sure you know what you are getting into when you say you want a sand box. By definition, to run a sandbox you have to be willing to prepare more material - much more material - than you ever intend to use.</p><p></p><p>As for the Saltmarsh trilogy, the first module is pretty decent although the haunted house execution involves just a wee bit more poison opportunities than I think is necessary or helpful at this level of play. But the second and third modules pretty much fall apart in my opinion because they make huge assumptions about party behavior that I think aren't much warranted, don't offer much game play at all if those assumptions fall through, and the finale is pretty ante-climatic IMO. There is the core idea of a really cool campaign in here, but I think it would be a tremendous amount of work to mine it out of the material.</p><p></p><p>Isle of Dread is one of D&D's iconic sandbox modules, but its really really thin by modern standards and requires a huge amount of effort to realize the full potential of the setting. Get back to me on this one in a year or two and I may be willing to share my notes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Celebrim, post: 6231375, member: 4937"] Desert of Desolation has minimal wilderness exploration, but considering how much time that the module spends describing wilderness exploration, providing wandering encounter tables, considering the problem of desert survival, and so forth one of my complaints against it is that it doesn't provide enough space to really make it relevant or interesting. Everything is basically a days journey from everything else. It would be possible to convert Desert of Desolation to a sand boxy environment - there are plenty of factions, plenty of room for adding your own ruins, NPCs, lost tombs, etc. But while there would be some advantages to this in having the plot evolve more naturally from its initial railroad hook and without the need to resource to Schrodinger's map, this would be a tremendous amount of work. Fun and good exercise though. But make sure you know what you are getting into when you say you want a sand box. By definition, to run a sandbox you have to be willing to prepare more material - much more material - than you ever intend to use. As for the Saltmarsh trilogy, the first module is pretty decent although the haunted house execution involves just a wee bit more poison opportunities than I think is necessary or helpful at this level of play. But the second and third modules pretty much fall apart in my opinion because they make huge assumptions about party behavior that I think aren't much warranted, don't offer much game play at all if those assumptions fall through, and the finale is pretty ante-climatic IMO. There is the core idea of a really cool campaign in here, but I think it would be a tremendous amount of work to mine it out of the material. Isle of Dread is one of D&D's iconic sandbox modules, but its really really thin by modern standards and requires a huge amount of effort to realize the full potential of the setting. Get back to me on this one in a year or two and I may be willing to share my notes. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Against the Slave Lords/Dungeons of dread books...or another module/campaign?
Top