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<blockquote data-quote="Primitive Screwhead" data-source="post: 5108212" data-attributes="member: 20805"><p>I echo alot of the above, specifically:</p><p></p><p> - Don't always go for 3 level increases and the ton of combat encounters needed to get there</p><p> - Use more non-combat encounters and scenes</p><p> - 'Webify' the plot lines, create options and flesh out ending scenarios</p><p> - Add 'how to adjust' sidebars for encounters </p><p> - Memorable locations to explore that have a <strong>history</strong></p><p> - Highlight authors {I buy pretty much anything by Ari Marimel* or Piratecat...}</p><p></p><p>For me the modules that are the cream of the crop are Ravenloft I, Ravenloft II, 'Of Sound Mind', and the Deserts of Desolation supermodule.</p><p> </p><p>Each of these felt like the story fit into the world, had solid reasons for the players to continue, and were fleshed out for exploring off the main plotlines.</p><p></p><p> How to do this is a 32 page module while remaining setting generic? That is the trick. But I think removing the assumption of leveling up in a module would give some creative room. Moving the Delve formated pages either into the DDI or as additional pages would also help.</p><p></p><p></p><p>Lastly, thanks for coming to my favorite board to ask the fans what our opinions are. As you can tell from many of the above, the fans here are very well educated in what it takes to get a module out the door.</p><p></p><p></p><p>{My aplogies to Ari for forgetting how to spell either his real name or screen name!}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5108212, member: 20805"] I echo alot of the above, specifically: - Don't always go for 3 level increases and the ton of combat encounters needed to get there - Use more non-combat encounters and scenes - 'Webify' the plot lines, create options and flesh out ending scenarios - Add 'how to adjust' sidebars for encounters - Memorable locations to explore that have a [b]history[/b] - Highlight authors {I buy pretty much anything by Ari Marimel* or Piratecat...} For me the modules that are the cream of the crop are Ravenloft I, Ravenloft II, 'Of Sound Mind', and the Deserts of Desolation supermodule. Each of these felt like the story fit into the world, had solid reasons for the players to continue, and were fleshed out for exploring off the main plotlines. How to do this is a 32 page module while remaining setting generic? That is the trick. But I think removing the assumption of leveling up in a module would give some creative room. Moving the Delve formated pages either into the DDI or as additional pages would also help. Lastly, thanks for coming to my favorite board to ask the fans what our opinions are. As you can tell from many of the above, the fans here are very well educated in what it takes to get a module out the door. {My aplogies to Ari for forgetting how to spell either his real name or screen name!} [/QUOTE]
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