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
*Pathfinder & Starfinder
Modules and the right amount of setting detail
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="howandwhy99" data-source="post: 6271354" data-attributes="member: 3192"><p>For me a module is quite simply a game. Sort of like modules for Advanced Squad Leader. They are pieces to place within the larger campaign setting, but they aren't a road that must be completed. In fact, completing them is a bit like emptying a dungeon. Unless you set up shop there more proverbial bears are going to find this cave and begin hibernating in it. </p><p></p><p>As games modules are tightly balanced and set up with appropriate game elements in appropriate locations. They are designed like any other wargame, cardgame, or boardgame to have a maximum amount of variety with only a few amount of materials. The more possible outcomes and connections there are between the game elements (i.e. the greater number of game states), the more interesting the module is. </p><p></p><p>This is a good definition of a module as compared to a campaign setting. Campaign settings are less connected. Sure, they are towns and cities, dungeons and ruins, random collections of magic items and monsters, assortments of cultural behaviors and strategies. But D&D settings are like genres: disconnected as a whole, but with defining features which identify them. Sort of like people who define a duck based upon components rather than their interrelationship with everything else.</p><p></p><p>In a sandbox game the adventure modules are basically the cluster of game components at a given starting time with a high degree of connections between them. That and the adventure modules are designed as game challenges for each of the classes offered by the game. Campaign material is all the extra stuff that isn't related to the classes, but still defines the world. We don't have modules for being the best artisan in a village or running an inn in a fantasy city. We have combat, magic, clericism, and thieving cut through in everything published.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6271354, member: 3192"] For me a module is quite simply a game. Sort of like modules for Advanced Squad Leader. They are pieces to place within the larger campaign setting, but they aren't a road that must be completed. In fact, completing them is a bit like emptying a dungeon. Unless you set up shop there more proverbial bears are going to find this cave and begin hibernating in it. As games modules are tightly balanced and set up with appropriate game elements in appropriate locations. They are designed like any other wargame, cardgame, or boardgame to have a maximum amount of variety with only a few amount of materials. The more possible outcomes and connections there are between the game elements (i.e. the greater number of game states), the more interesting the module is. This is a good definition of a module as compared to a campaign setting. Campaign settings are less connected. Sure, they are towns and cities, dungeons and ruins, random collections of magic items and monsters, assortments of cultural behaviors and strategies. But D&D settings are like genres: disconnected as a whole, but with defining features which identify them. Sort of like people who define a duck based upon components rather than their interrelationship with everything else. In a sandbox game the adventure modules are basically the cluster of game components at a given starting time with a high degree of connections between them. That and the adventure modules are designed as game challenges for each of the classes offered by the game. Campaign material is all the extra stuff that isn't related to the classes, but still defines the world. We don't have modules for being the best artisan in a village or running an inn in a fantasy city. We have combat, magic, clericism, and thieving cut through in everything published. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Modules and the right amount of setting detail
Top