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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Exploratory Site Based Adventures
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="pemerton" data-source="post: 5443050" data-attributes="member: 42582"><p>I posted a couple of weeks ago about running <a href="http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html" target="_blank">an exploratory scenario in 4e</a>.</p><p></p><p>What I want from a site-based module is a good map, and some evocative ideas for what's in the rooms - either stuff that I can easily tie into the ongoing thematic elements of my campaign, or some backstory that <em>is relevant to the play of the module itself</em>, and hence is likely to come out in the course of play.</p><p></p><p>I don't particular care whether or not it is combat heavy, provided it fits the desiderata above. And I don't particularly care about details - if there aren't many details (eg how high is the cieling? what picture is on the tapestry?), I can work them out on the fly; if there are details, I can "translate" from the module writer's ideas to my own campaign on the fly.</p><p></p><p>I would also prefer one or two compelling ideas than a whole lot of non-compelling detail. In the scenario I discussed in the above-referenced thread, the site in question is a manor house, and the most important thing about it is that it belonged to a powerful wizard who went mad and killed his apprentices. The stuff that made the module useful for me, in addition to this initial idea, was that (i) it talked about the culture/religion of these people, (ii) it had a map of the manor, (iii) it located some culturally/religiously relevant items on that map, (iv) it described where the bodies of the apprentices were to be found and what sort of condition they were in, and (v) it had a cool encounter with some spiders trapped inside a skull by gems. It also had other stuff - like personal effects on the bodies, additional contents of a laboratory besides the skull, etc - but this other stuff was much less important, and in play a lot of it ended up being glossed over. It also had a couple of monsters in addition to the spiders in the skull, which I used, but could easily have ad libbed if they weren't there and I wanted them.</p><p></p><p>And even with the spiders, that <em>what</em> was more important than the <em>why</em> - I can't remember if the module gives a reason why their are spiders in the skull, but I was able to work out one on the fly that fit with my campaign, and my tweaking of the culural/religious stuff to fit my campaign.</p><p></p><p>It's those things I can't easily work out on the fly - clever situations, clever tricks like spiders in skulls, nice maps - that I look for in a module.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5443050, member: 42582"] I posted a couple of weeks ago about running [url=http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html]an exploratory scenario in 4e[/url]. What I want from a site-based module is a good map, and some evocative ideas for what's in the rooms - either stuff that I can easily tie into the ongoing thematic elements of my campaign, or some backstory that [I]is relevant to the play of the module itself[/I], and hence is likely to come out in the course of play. I don't particular care whether or not it is combat heavy, provided it fits the desiderata above. And I don't particularly care about details - if there aren't many details (eg how high is the cieling? what picture is on the tapestry?), I can work them out on the fly; if there are details, I can "translate" from the module writer's ideas to my own campaign on the fly. I would also prefer one or two compelling ideas than a whole lot of non-compelling detail. In the scenario I discussed in the above-referenced thread, the site in question is a manor house, and the most important thing about it is that it belonged to a powerful wizard who went mad and killed his apprentices. The stuff that made the module useful for me, in addition to this initial idea, was that (i) it talked about the culture/religion of these people, (ii) it had a map of the manor, (iii) it located some culturally/religiously relevant items on that map, (iv) it described where the bodies of the apprentices were to be found and what sort of condition they were in, and (v) it had a cool encounter with some spiders trapped inside a skull by gems. It also had other stuff - like personal effects on the bodies, additional contents of a laboratory besides the skull, etc - but this other stuff was much less important, and in play a lot of it ended up being glossed over. It also had a couple of monsters in addition to the spiders in the skull, which I used, but could easily have ad libbed if they weren't there and I wanted them. And even with the spiders, that [I]what[/I] was more important than the [I]why[/I] - I can't remember if the module gives a reason why their are spiders in the skull, but I was able to work out one on the fly that fit with my campaign, and my tweaking of the culural/religious stuff to fit my campaign. It's those things I can't easily work out on the fly - clever situations, clever tricks like spiders in skulls, nice maps - that I look for in a module. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Exploratory Site Based Adventures
Top