How can the Module be updated?

NCSUCodeMonkey said:
Maybe there's already a product out there doing this, but I'd like to see adventures with a new format. What I mean is that most of the adventures that I own have a linear or flow-chart based plot with supporting NPCs, maps, etc. But that's not the stuff that I spend most of my time on when I make adventures. The majority of my time is spent determining the major players, their goals, methods, resources, etc. That way, when (not if) the PCs do something that you never even considered, you know how the environment will respond because you know everyone's motivations. So, I guess I'd like to see modules that are devoted more to completely describing the environment of the adventure and then suggesting entry points for the players. Then the players' actions would create the plot. Of course, you'd need some helpful hints for getting the players on track, but I'm sure the idea is pretty sound because that's what I do in my games.

If there are already products doing that, drop a link to them in this thread. Goodness knows I could stand to reduce my prep time :).

NCSUCodeMonkey

I guess what you describe is pretty much akin to Setting. Maybe Mini-setting? By the way, a lot of the old modules were set up like that. Just a location and the NPCs and then, when you add PCs - Voila! Instant adventure.

I'm not sure but maybe Hamlet of Thumble and Village of Oester will suit you? Mind you I haven't read either of them, just reviews, so in fact I'm completely oblivious as to whether this is a good tip or not. :\
 

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petenik said:
For the life of me I can't remember the name, but Goodman Games has a module that has five adventures. You play each one in order but not consecutively as the first adventure is for character levels 1-3, the second is levels 5-7, and so on, up to level 13. The idea is to play part one, let the group do some other things (like, I dunno, play other Goodman modules ;-) ), then when they're level appropriate, play the next adventure.

All of the adventures build on the previous one making a nice, continuous story that you can use for flavor or, if you're the ambitious type, make a full campaign out of it with some tweaks.

Dungeon Interludes. They're part of the Dungeon Crawl Classics line:

http://www.rpgnow.com/product_info.php?products_id=4426&
 

Frostmarrow said:
I guess what you describe is pretty much akin to Setting. Maybe Mini-setting? By the way, a lot of the old modules were set up like that. Just a location and the NPCs and then, when you add PCs - Voila! Instant adventure.

I'm not sure but maybe Hamlet of Thumble and Village of Oester will suit you? Mind you I haven't read either of them, just reviews, so in fact I'm completely oblivious as to whether this is a good tip or not. :\
I just read several reviews of the Hamlet of Thumble, and that sounds really close, but it also seems to contain a lot of new classes, spells, etc. (according to one review, more than half of the product). An adventure that contains those things isn't necessarily bad, but if it takes up more than half the product I'd like to see the space used on other things, like alternate plot suggestions, ideas for future adventures, etc.

NCSUCodeMonkey
 

Back in 1E, it seemed like they introduced new monsters, spells, or magic items in almost every module. Crystalbrittle, anyone? Or how about the big monster & magic appendix in S4? IMO, it's a new way to introduce new stuff, because if you run the module you need it, but you're not missing out necessarily otherwise. Introduce a bunch of new prestige classes this way and you might increase player purchases (esp. if there is a "player handout" for the module with the new feats, spells, and classes in it).

Not too keen on the comic book or other story-based ideas -- too railroady -- but as a DM I'd love modular modules or modules packaged with appropriate minatures.
 

Maybe sourcebook/adventures would work, with say 60% GM-oriented sourcebook content (locations, monsters or a new organisation) and a medium-sized adventure in the back.
 

MerricB said:
#6: production costs might defeat this one, but it's an amusing idea.

And one that TSR made good use of way back in the day :D

[I.E., Without exception, almost all of the old TSR AD&D 1e module and Basic D&D modules were organized into collectible series.]
 

Just on the idea of introducing new rules with the module. It's not a new idea by a long shot. Way back when, if you bought the Basic DnD boxed set, it came with the Basic Rules plus the Keep on the Borderland, a module which used only the rules in the Basic set. The Expert set included the Isle of Dread which showcased the Expert Rules - including overland rules and higher levels and such.

I could really see something like this. Particularly for a setting book like Sandstorm. Instead of a couple of mini modules in the back of the book, have the module in the front which showcases much of what's in the Sandstorm rules. After the players have finished the module, there's lots of extra stuff for continuing to adventure in the Waste.

Might fly.
 

Psychic Warrior said:
While I would never want to see a module introducing new rules (ie game mechanics which is the first thing I think of when I think 'rules' ) *Snippity Snap*


I didn't really mean new game mechanics really when I wrote that. In my mind, I was thinking like new rules for spells or feats... which really is just my terse way of saying "spell and feat discriptions, &c." It would be pretty crazy if a module had like, the Expanded Psionics Handbook or rules similar to Magic of Incarnum randomly in the back of it or something of the sort :)

Hussar said:
Focus the module on a new group of PrC's, monsters, magic items *Snappity Snip*

Exactly. Whenever I scan threads about Prestige Classes I often read DMs giving the advice to "write specific PrCs into your campaign, don't just let the players read through the DMG and other books like a Sear's Catalog"... or something to that effect anyways. If modules were the main source of Prestige Classes then this problem is cured, to a point. Now DMs will have logical reasons to use particular PrCs and actually have a way of introducing them meaningfully.
Not to say that a Dungeon Master couldn't work PrCs into their campaign without the aid of modules. But it would be a great help for those who don't have time to read every Prestige Class ever written and try to work them into a campaign world.

PS: And uh... what you said above me there. :)
 

On the thought about Player's Packs.

Paizo is already doing something like this with the Wormfood articles in Dragon being linked to the new Age of Worms adventure path. Two or three pages in each month's Dragon dedicated to players playing in the Dungeon adventure. The info is fairly non-specific, so it appeals to all players, but, I can see sometime around the time that Age of Worms is released as a mega module, also releasing a Players Pack which includes the twenty or thirty pages of Wormfood articles as well as other goodies.

How's this for an idea?

A Player's Pack - a hard plastic box, A4 sized, about an inch thick. On the outside of the box you have a nifty printed image of the module. Inside the pack you find a set of dice, a pencil with the module's logo on it, a Player's information package detailing background goodies for the module, a stylized character sheet specific to the campaign and a logbook, again with the module logo on the front. Also included would be a sheet of cardstock counters for players to use, maybe some quick reference cards for players. The intent is that the players of the given module would haul around all their playing goodies inside this nice carrying case. I could see spending 15 or 20 bucks for something like this.

Another idea could be Fast Play Modules. The module comes with 6 pregenerated characters, complete with art, background, lots of nifty bits, and individualized goals within the adventure. Play is intended to last around 3 sessions or so, nothing major, just a nice one shot game break from regular play. The adventures are tailored for the specific characters in the module. You could even make them competitive with each of the characters gaining points for succeeding at different goals within the module. Sort of a home version of tournament play.
 

jdrakeh said:
And one that TSR made good use of way back in the day :D

[I.E., Without exception, almost all of the old TSR AD&D 1e module and Basic D&D modules were organized into collectible series.]

"Without exception, almost all"?

Actually, most of the old TSR AD&D adventures were not linked together, but they were published under similar codes. There is no link between I1 and I3, for instance, although I3, I4 and I5 are one series.

The very original adventures (G1, G2, G3) were very short, and that's the sort of length I think is being discussed here. There are production costs with those that would cause an inflated price. 32 pages is standard these days for adventures from Wizards, although the Fantastic Locations series are 16 pages - the maps make up the difference.

In fact, the Fantastic Locations series is quite modular in scope, and might apply.

Cheers!
 

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