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How can the Module be updated?
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<blockquote data-quote="carpedavid" data-source="post: 2653410" data-attributes="member: 6971"><p>As a recent entrant into the pdf publishing world, this is a problem I've been trying to solve with my Dungeon Dive series. When I sat down to figure out what I wanted to spend my time creating, I thought about the reasons why <em>I</em> generally don't buy modules:</p><p></p><p>1. It's hard to find a module that's appropriate for my group's level that's also appropriate for what's currently going on in the campaign. I think modules need to be applicable to a <em>wide</em> power range to be useful.</p><p></p><p>2. I'm the GM, damnit. I want to come up with the plot and create my own NPCs. Even if I do find a module that's an appropriate challenge for my group, I often want to completely retool the adventure to fit in to my world, or the events of my campaign. So an "adventure" without the plot or the NPCs would be ideal for me.</p><p></p><p>Now, I could just buy standalone maps (and I have - 0One's Blueprints series is fantastic, for those who haven't checked them out), but that still requires me to go through and populate them with traps, monsters, hazards, a coherant ecosystem, etc.</p><p></p><p>So I decided to create a product that met my needs: something more than a map, but without the plot and NPCs of a full adventure. I came up with the Dungeon Dive series, which contains pre-populated adventure locations.</p><p></p><p>Each one details a dungeon and is pre-populated with traps, appropriate creatures, minion-type NPCs, hazards, and treasure. This means that I can take it and stick in my own antagonist.</p><p></p><p>Each one is also applicable to a <em>wide</em> range of party levels. I've included a "low," "medium," and "high" option for each encounter area that includes creatures, traps, hazards, and treasure appropriate for that range. In general, each product is useful over a range of about 10 levels.</p><p></p><p>With a minimum of fuss, then, I can take one of these products and use it in my game, in the way that I like, and without spending a lot of time customizing it. At least, that was my goal. I'm hoping that others find them to be useful, too.</p></blockquote><p></p>
[QUOTE="carpedavid, post: 2653410, member: 6971"] As a recent entrant into the pdf publishing world, this is a problem I've been trying to solve with my Dungeon Dive series. When I sat down to figure out what I wanted to spend my time creating, I thought about the reasons why [i]I[/i] generally don't buy modules: 1. It's hard to find a module that's appropriate for my group's level that's also appropriate for what's currently going on in the campaign. I think modules need to be applicable to a [i]wide[/i] power range to be useful. 2. I'm the GM, damnit. I want to come up with the plot and create my own NPCs. Even if I do find a module that's an appropriate challenge for my group, I often want to completely retool the adventure to fit in to my world, or the events of my campaign. So an "adventure" without the plot or the NPCs would be ideal for me. Now, I could just buy standalone maps (and I have - 0One's Blueprints series is fantastic, for those who haven't checked them out), but that still requires me to go through and populate them with traps, monsters, hazards, a coherant ecosystem, etc. So I decided to create a product that met my needs: something more than a map, but without the plot and NPCs of a full adventure. I came up with the Dungeon Dive series, which contains pre-populated adventure locations. Each one details a dungeon and is pre-populated with traps, appropriate creatures, minion-type NPCs, hazards, and treasure. This means that I can take it and stick in my own antagonist. Each one is also applicable to a [i]wide[/i] range of party levels. I've included a "low," "medium," and "high" option for each encounter area that includes creatures, traps, hazards, and treasure appropriate for that range. In general, each product is useful over a range of about 10 levels. With a minimum of fuss, then, I can take one of these products and use it in my game, in the way that I like, and without spending a lot of time customizing it. At least, that was my goal. I'm hoping that others find them to be useful, too. [/QUOTE]
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