Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Module-writing: the proper ingredients
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Azgulor" data-source="post: 5182184" data-attributes="member: 14291"><p>The "Apparently, Modules DO sell" thread has been an interesting read and it got me thinking about the status of modules in the industry.</p><p></p><p>WotC's approach in 3e was, primarily, a limited run of modules. Towards the end of 3e, we got some super-module hardbacks & an introduction to the Delve format. They encouraged 3PPs to do the module writting publication heavy-lifting and by all accounts, it worked as most of the 3e "classics" are viewed to have come from the 3PP community (see below). </p><p></p><p>On the downside, however, 4e's modules have fared far worse in the realm of public opinion -- mixed opinions at best; deemed inferior at worst. The recent solicitation for input on how to make things better, while commendable, underscores that a problem -- or at least a perceived problem -- exists.</p><p></p><p>Goodman Games & Necromancer Games went for old-school feel. Necromancer focused on the more mature 1st Edition un-sanitized topics while Goodman strove to capture the nostalgia of the AD&D module presentation & style.</p><p></p><p>Paizo, building off their tenure on Dungeon, delivering story-driven adventures culminating with the creation of the Adventure Path. Now, 2 of the pillars of Paizo's business plan are APs and Gamemastery modules.</p><p></p><p></p><p>When I look through the modules I like/love, the following have to be there: interesting NPCs, plot lines & stories that I enjoy reading and that will entice my players to pursue the adventure, & maps & locales are the 3rd pillar. That 3rd pillar is often the weakest - but when it's as strong as the first pillars (as with Paizo's production values), they elevate the whole package. When an adventure has all 3 in equal measure, I'm a happy GM.</p><p></p><p></p><p>You know what I care very little about? Formatting. I don't care if all of the NPC and monster stats are collected in an Appendix or dispersed throughout the module. I don't think the Delve format revolutionized anything. In the 3e Ravenloft hardback, I felt it made for a complicated mess.</p><p></p><p></p><p>So what makes or breaks a module in your view? Plot, presentation, stat-block accuracy, Delve format, etc.?</p><p></p><p>Examples from my library:</p><p></p><p>Great: original Ravenloft, Escape from Old Korvosa</p><p>Good: Burnt Offerings, Grey Citadel, Crypt of the Everflame</p><p>Avg: 3e Ravenloft hardback, Forge of Fury</p><p>Poor: Keep on the Shadowfell</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5182184, member: 14291"] The "Apparently, Modules DO sell" thread has been an interesting read and it got me thinking about the status of modules in the industry. WotC's approach in 3e was, primarily, a limited run of modules. Towards the end of 3e, we got some super-module hardbacks & an introduction to the Delve format. They encouraged 3PPs to do the module writting publication heavy-lifting and by all accounts, it worked as most of the 3e "classics" are viewed to have come from the 3PP community (see below). On the downside, however, 4e's modules have fared far worse in the realm of public opinion -- mixed opinions at best; deemed inferior at worst. The recent solicitation for input on how to make things better, while commendable, underscores that a problem -- or at least a perceived problem -- exists. Goodman Games & Necromancer Games went for old-school feel. Necromancer focused on the more mature 1st Edition un-sanitized topics while Goodman strove to capture the nostalgia of the AD&D module presentation & style. Paizo, building off their tenure on Dungeon, delivering story-driven adventures culminating with the creation of the Adventure Path. Now, 2 of the pillars of Paizo's business plan are APs and Gamemastery modules. When I look through the modules I like/love, the following have to be there: interesting NPCs, plot lines & stories that I enjoy reading and that will entice my players to pursue the adventure, & maps & locales are the 3rd pillar. That 3rd pillar is often the weakest - but when it's as strong as the first pillars (as with Paizo's production values), they elevate the whole package. When an adventure has all 3 in equal measure, I'm a happy GM. You know what I care very little about? Formatting. I don't care if all of the NPC and monster stats are collected in an Appendix or dispersed throughout the module. I don't think the Delve format revolutionized anything. In the 3e Ravenloft hardback, I felt it made for a complicated mess. So what makes or breaks a module in your view? Plot, presentation, stat-block accuracy, Delve format, etc.? Examples from my library: Great: original Ravenloft, Escape from Old Korvosa Good: Burnt Offerings, Grey Citadel, Crypt of the Everflame Avg: 3e Ravenloft hardback, Forge of Fury Poor: Keep on the Shadowfell [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Module-writing: the proper ingredients
Top