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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Help me make WotC adventures better.
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="Rechan" data-source="post: 5108160" data-attributes="member: 54846"><p>I'm going to just stick to using modules H1-3, P1 & 3, the Scepter Tower of Spellguard, and the Scales of War AP (because I'm familiar with those). As far as I'm concerned, those are where WotC is putting its Publishing on the line; everything else in Dungeon is under the radar/less casual, I haven't read every adventure that's been out, and I think the Published official modules are the most important here. So the following post contains spoilers. </p><p></p><p>Published adventures seem to be the gateway here. It lets people get a handle for the system (as well as a taste), and if the delivery (the adventure) doesn't taste good, the system likely isn't going to either. And it leaves a bad meal for those who use adventures 90+% of the time (a recent poll here, the majority was split between little to no adventures, or almost exclusively published adventures). </p><p></p><p>So here's the problem areas <em>I</em> feel exist with the modules. Bare in mind that these flaws I think exist in many modules, not just WotC's, and are colored by what I <em>want</em> to see in addition to what I just <em>don't</em> see. I see three areas that need the most work. I'll break this into three posts.</p><p></p><p><u>Plot</u></p><p></p><p><strong>1: The Villain in the Story</strong></p><p></p><p>The villain's plot is not compelling. Typically, the plot consists of "There's bad stuff going on over here, and there's a guy behind it all. This isn't related to you in any way. He's at the bottom of the dungeon. You hear his name dropped once or twice, or read a letter(!) or get asked to just go deal with him."</p><p></p><p>In KotS, Pyramid of Shadows, and in P3, the villain Sits in his Room and is only tangentally related to the PCs; they get there and face him at the end. Until this point, he really isn't present at all. The PCs never interact with him, see him, or see what he has done in general (making lots of undead/stealing souls), but not experiencing the loss, or seeing the damage he has wrot. Thus the villains are not compelling, interesting, or personal. He isn't an <em>antagonist</em>, he's just the final speedbump. An antagonist needs to <em>antagonize</em>.</p><p></p><p>To some respect, this made me really enjoy Trollhaunt, because it meant that the PCs interact with Skalmad <em>thrice</em>. It really let them build a relationship with him, if at least it was "You're going to get it now!" But more on Skalmad later. </p><p></p><p>Granted, you're making an adventure generic enough to suit even a homebrew game and any general party. It's hard to make it relevant to any character, and tailoring to the PCs is the DM's job. But the PCs need to put a face to this guy. They need to hate him, they need to <em>want</em> to stop him. Let them <em>see</em> him do bad things. Let them know "Oh, it's the work of THIS guy? Oh it's on now." Do that, and you have a memorable villain. </p><p></p><p><strong>2. The Villain's Goals</strong></p><p></p><p>As stated before, the plot isn't compelling. "Go here to kill this guy in order to stop whatever he's doing." </p><p></p><p>That <em>works</em>. It's traditional. And really, there's nothing wrong with simple and straight forward. But a published adventure should be a cut above the average adventure. </p><p></p><p>There needs to be more to it than just "Putting your sword in him pulls the plug". The plot needs <em>more</em> than "it was going smoothly until the adventurers walked into my inner sanctum". A <a href="http://feedproxy.google.com/~r/SlyFlourish/~3/10kcyRJXKGA/" target="_blank">recent post on Sly Flourish[/b] addressed this issue at length: The villain needs quests. This gives the feeling that the world is alive, gives the PCs something to go after, and give them a sense of time crunch.</a></p><p><a href="http://feedproxy.google.com/~r/SlyFlourish/~3/10kcyRJXKGA/" target="_blank"></a></p><p><a href="http://feedproxy.google.com/~r/SlyFlourish/~3/10kcyRJXKGA/" target="_blank">Hell, perhaps even the villain's Plan is all ready in motion, and fighting the villain is almost secondary; when someone pushes a boulder down a hill, it's the rolling boulder that's the real thing to address, not the guy who pushed it. Stop the <em>boulder first</em>.</a></p></blockquote><p></p>
[QUOTE="Rechan, post: 5108160, member: 54846"] I'm going to just stick to using modules H1-3, P1 & 3, the Scepter Tower of Spellguard, and the Scales of War AP (because I'm familiar with those). As far as I'm concerned, those are where WotC is putting its Publishing on the line; everything else in Dungeon is under the radar/less casual, I haven't read every adventure that's been out, and I think the Published official modules are the most important here. So the following post contains spoilers. Published adventures seem to be the gateway here. It lets people get a handle for the system (as well as a taste), and if the delivery (the adventure) doesn't taste good, the system likely isn't going to either. And it leaves a bad meal for those who use adventures 90+% of the time (a recent poll here, the majority was split between little to no adventures, or almost exclusively published adventures). So here's the problem areas [i]I[/i] feel exist with the modules. Bare in mind that these flaws I think exist in many modules, not just WotC's, and are colored by what I [i]want[/i] to see in addition to what I just [i]don't[/i] see. I see three areas that need the most work. I'll break this into three posts. [u]Plot[/u] [b]1: The Villain in the Story[/b] The villain's plot is not compelling. Typically, the plot consists of "There's bad stuff going on over here, and there's a guy behind it all. This isn't related to you in any way. He's at the bottom of the dungeon. You hear his name dropped once or twice, or read a letter(!) or get asked to just go deal with him." In KotS, Pyramid of Shadows, and in P3, the villain Sits in his Room and is only tangentally related to the PCs; they get there and face him at the end. Until this point, he really isn't present at all. The PCs never interact with him, see him, or see what he has done in general (making lots of undead/stealing souls), but not experiencing the loss, or seeing the damage he has wrot. Thus the villains are not compelling, interesting, or personal. He isn't an [i]antagonist[/i], he's just the final speedbump. An antagonist needs to [i]antagonize[/i]. To some respect, this made me really enjoy Trollhaunt, because it meant that the PCs interact with Skalmad [i]thrice[/i]. It really let them build a relationship with him, if at least it was "You're going to get it now!" But more on Skalmad later. Granted, you're making an adventure generic enough to suit even a homebrew game and any general party. It's hard to make it relevant to any character, and tailoring to the PCs is the DM's job. But the PCs need to put a face to this guy. They need to hate him, they need to [i]want[/i] to stop him. Let them [i]see[/i] him do bad things. Let them know "Oh, it's the work of THIS guy? Oh it's on now." Do that, and you have a memorable villain. [b]2. The Villain's Goals[/b] As stated before, the plot isn't compelling. "Go here to kill this guy in order to stop whatever he's doing." That [i]works[/i]. It's traditional. And really, there's nothing wrong with simple and straight forward. But a published adventure should be a cut above the average adventure. There needs to be more to it than just "Putting your sword in him pulls the plug". The plot needs [i]more[/i] than "it was going smoothly until the adventurers walked into my inner sanctum". A [url=http://feedproxy.google.com/~r/SlyFlourish/~3/10kcyRJXKGA/]recent post on Sly Flourish[/b] addressed this issue at length: The villain needs quests. This gives the feeling that the world is alive, gives the PCs something to go after, and give them a sense of time crunch. Hell, perhaps even the villain's Plan is all ready in motion, and fighting the villain is almost secondary; when someone pushes a boulder down a hill, it's the rolling boulder that's the real thing to address, not the guy who pushed it. Stop the [i]boulder first[/i].[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me make WotC adventures better.
Top