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General Tabletop Discussion
*Pathfinder & Starfinder
Modules and the right amount of setting detail
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<blockquote data-quote="N'raac" data-source="post: 6271266" data-attributes="member: 6681948"><p>Let's move back to the term "module". What does it mean? To me, it means a component part suitable for insertion in a larger whole. So that implies a module set in "a large seaport", not one set in a specific location on a specific game world, but a module that can plug into a large seaport on any gameworld I care to use.</p><p></p><p>If the module is an actual large seaport, laid out with NPC's and factions within the seaport, it should be a seaport I can plug into my existing game world, which is tougher to do as we need to find a place on the map to plug that seaport into. So limited setting details.</p><p></p><p>If the "module" is specifically designed to be played in Forgotten Realms 3.5e Waterdeep, it's really not a "module" any more, it's a Forgotten Realms adventure.</p><p></p><p>The nomenclature "Adventure Path" seems to acknowledge that these aren't "modules" any more, but combinations of adventure and setting not designed to plug into one's existing campaign world. However, one might well find other modules out there to plug into the Adventure Path itself.</p><p></p><p>Many older modules used to be quite specific that the module might be "set in the world of Greyhawk" or "suitable for use in any D&D campaign". Some older modules used to indicate good locations in multiple campaign settings, although as the flavour of various settings moved further afield from "generic fantasy setting with standard D&D elements", this became less practical (ie if it has Kender, it doesn't fit outside Dragonlance, and if it has halflings it doesn't fit in Dragonlance).</p><p></p><p>So I guess "it depends". If the "module" promises a fully-fleshed out seaport and its local environs, it needs that setting detail to live up to the promise, but it's less modular than an adventure which can be set in any medium to larger seaport.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6271266, member: 6681948"] Let's move back to the term "module". What does it mean? To me, it means a component part suitable for insertion in a larger whole. So that implies a module set in "a large seaport", not one set in a specific location on a specific game world, but a module that can plug into a large seaport on any gameworld I care to use. If the module is an actual large seaport, laid out with NPC's and factions within the seaport, it should be a seaport I can plug into my existing game world, which is tougher to do as we need to find a place on the map to plug that seaport into. So limited setting details. If the "module" is specifically designed to be played in Forgotten Realms 3.5e Waterdeep, it's really not a "module" any more, it's a Forgotten Realms adventure. The nomenclature "Adventure Path" seems to acknowledge that these aren't "modules" any more, but combinations of adventure and setting not designed to plug into one's existing campaign world. However, one might well find other modules out there to plug into the Adventure Path itself. Many older modules used to be quite specific that the module might be "set in the world of Greyhawk" or "suitable for use in any D&D campaign". Some older modules used to indicate good locations in multiple campaign settings, although as the flavour of various settings moved further afield from "generic fantasy setting with standard D&D elements", this became less practical (ie if it has Kender, it doesn't fit outside Dragonlance, and if it has halflings it doesn't fit in Dragonlance). So I guess "it depends". If the "module" promises a fully-fleshed out seaport and its local environs, it needs that setting detail to live up to the promise, but it's less modular than an adventure which can be set in any medium to larger seaport. [/QUOTE]
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Modules and the right amount of setting detail
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