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How modules might work
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<blockquote data-quote="Mercurius" data-source="post: 6396345" data-attributes="member: 59082"><p>Like many or most of you, I'm wondering how the long-rumored rules modules might work, and what sort of options we'll be seeing the DMG. I'm guessing that there's going to be a significant degree of disappointment, because the hype and expectation not only seems to far out-weigh what is possible for the DMG, but simply seems beyond what Mearls & Co intended. After some hue and cry, I suspect that most people will quickly settle down and enjoy what the DMG has to offer.</p><p></p><p>Anyhow, I had an idea for how modularity might actually work. I'm not a game designer, so bear with me - I'm not sure if this would work, or how well it would work, but I thought it sounded pretty cool. </p><p></p><p>Remember those atlases back in the 80s (or so) where you could layer on plastic sheets that showed different things other than the map below, like roads or population density or weather patterns? I think that's how modules might work - as "layer templates" that provide different themes or approaches to the game, and different degrees of granularity. The basic map is the core game, the plastic sheet is the module/layer/template.</p><p></p><p>So, for instance, you might have a Tactical module that could be layered over the core game, providing more detailed rules for tactical combat. Or you might have a Powers module that would allow you to add powers back into the game. Or you might have a Skills module that offers a more detailed skill list and system. Or the module might be more theme-oriented, like "Horror Fantasy," with rules specific to bring that sort of game alive (e.g. Cthulhu's insanity mechanic, or some kind of "fear resistance"). Or if you want a more gonzo game, you might have an Epic module where every player gets additional powers, as if they're prophecied heroes in an epic story. And so forth.</p><p></p><p>Really anything is possible. And the core game is simply and sturdy enough, I think to allow for these layers. Individual DMs and groups can pick and choose which layers to use, or maybe even take specific elements from different layers/modules. Every game would be different, even every campaign. Yet all would be based upon a core game, with a d20 system, Advantage and Disadvantage, etc, and thus be broadly compatible. Of course you couldn't necessarily do <em>everything, </em>or not everything would work well together - for instance, if one PC is Epic, then all PCs should be Epic. But you could theoretically have one fighter with Powers and another without. Or you could run one big combat in Tactical mode, but most in "normal" mode.</p><p></p><p>Am I on the right track or completely off-base? Do you think this approach could work? Or is it too messy?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6396345, member: 59082"] Like many or most of you, I'm wondering how the long-rumored rules modules might work, and what sort of options we'll be seeing the DMG. I'm guessing that there's going to be a significant degree of disappointment, because the hype and expectation not only seems to far out-weigh what is possible for the DMG, but simply seems beyond what Mearls & Co intended. After some hue and cry, I suspect that most people will quickly settle down and enjoy what the DMG has to offer. Anyhow, I had an idea for how modularity might actually work. I'm not a game designer, so bear with me - I'm not sure if this would work, or how well it would work, but I thought it sounded pretty cool. Remember those atlases back in the 80s (or so) where you could layer on plastic sheets that showed different things other than the map below, like roads or population density or weather patterns? I think that's how modules might work - as "layer templates" that provide different themes or approaches to the game, and different degrees of granularity. The basic map is the core game, the plastic sheet is the module/layer/template. So, for instance, you might have a Tactical module that could be layered over the core game, providing more detailed rules for tactical combat. Or you might have a Powers module that would allow you to add powers back into the game. Or you might have a Skills module that offers a more detailed skill list and system. Or the module might be more theme-oriented, like "Horror Fantasy," with rules specific to bring that sort of game alive (e.g. Cthulhu's insanity mechanic, or some kind of "fear resistance"). Or if you want a more gonzo game, you might have an Epic module where every player gets additional powers, as if they're prophecied heroes in an epic story. And so forth. Really anything is possible. And the core game is simply and sturdy enough, I think to allow for these layers. Individual DMs and groups can pick and choose which layers to use, or maybe even take specific elements from different layers/modules. Every game would be different, even every campaign. Yet all would be based upon a core game, with a d20 system, Advantage and Disadvantage, etc, and thus be broadly compatible. Of course you couldn't necessarily do [I]everything, [/I]or not everything would work well together - for instance, if one PC is Epic, then all PCs should be Epic. But you could theoretically have one fighter with Powers and another without. Or you could run one big combat in Tactical mode, but most in "normal" mode. Am I on the right track or completely off-base? Do you think this approach could work? Or is it too messy? [/QUOTE]
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