Hey, what's the general consensus on the Open Design adventures? Are they truly awesome?
I mean, really amazing and full of RP possibilities and choices.
In short, they are worth every penny you can spare. (IMO of course)
Seconded.
Hey, what's the general consensus on the Open Design adventures? Are they truly awesome?
I mean, really amazing and full of RP possibilities and choices.
In short, they are worth every penny you can spare. (IMO of course)
"WAR OF THE BURNING SKY
It's not a dungeon crawl..."
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If you are willing to go with older edition ones and convert you will have a plethora of options that meet your needs.
AEG's Adventure 1 for instance is a 290 page collection of 24 short 3.5 adventures for various levels. It is also only $12 for the pdf. Each mini module was originally designed to handle one night's adventure and be independent of the others. The one I've read is good and fits your desired module model.
I have had no prob with the modules, though haven't played them all. Did Thunderspire and players loved the Seven-Pillared Hall. As far as RP goes I always believe that is up to the group. Most of that depends highly on what characters and players you have.
As I have stated before I use an old Dragon Mag article where you roll the 'parts' of an adventure, such as complications, donations, etc. When tailored with character motivations and backgrounds it works really well.
Oh...and
@TerraDave - That is SOOOO NOT the greatest thing I have seen.
C
Hey, what's the general consensus on the Open Design adventures? Are they truly awesome?
As I have stated before I use an old Dragon Mag article where you roll the 'parts' of an adventure, such as complications, donations, etc. When tailored with character motivations and backgrounds it works really well.
On a related note, I started a thread a couple of days ago on 4e Dungeon and asked for opinions on any standout modules or adventures that people thought would become "classics" of the edition to which I got only five responses before the thread died.
From this, am I to gather that:
a) It was a boring topic not worthy of discussion
b) There were no standouts in terms of 4e dungeon modules or
c) I smell
[or d) all of the above]
Best Regards
Herremann the Wise
On a related note, I started a thread a couple of days ago on 4e Dungeon and asked for opinions on any standout modules or adventures that people thought would become "classics" of the edition to which I got only five responses before the thread died.
From this, am I to gather that:
a) It was a boring topic not worthy of discussion
b) There were no standouts in terms of 4e dungeon modules or
c) I smell
[or d) all of the above]
Best Regards
Herremann the Wise
Ditto.
The Seven Pillared Hall has become a home away from home for the characters. They've made alliances with the dwarves, have business dealings with the drow merchant, use the kobold spy, and stay at the halfling's inn as well as report to the mages even as they map and perform their quests.
I'm seroiusly not seeing the 'tone' issue.
"Here's a few pages of role playing potential. Here's all of the potential encounters."
I mean, do people need stats for the dwarves of the Deepgem Mines or the Halflings? Would having more details on what those NPCs do change the tone?
For me, those are parts I as the GM get to tinker and customize for my own setting.
If the end results of the encounters don't matter then why play them out?