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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Older adventure modules with good story/plot.
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="jdrakeh" data-source="post: 4174354" data-attributes="member: 13892"><p>For me, modules like the Adlerweg series and Saltmarsh series were the golden standard because <em>things were happening for a reason</em> -- these modules contained distinct personalities and plots, timelines and backstory, and reasons why things were as they were. Internal consistency was just creeping into adventure adveture design; I can recall playing these modules for the first time and being blown away. </p><p></p><p>Sure, there were some artefacts of early adventure design present (the completely nonsensical appearance of giant weasels in the encounter chart for the haunted house in Saltmarsh comes to mind) but, by and large, these modules were internally consistent and made some kind of sense. They didn't have that artifical "Here, I've lined up these waliking sacks of XP for you to fight. . . just because!" feel. Stuff was happening in the world around the PCs, plots were unfolding, and gone were the random gauntlet runs. </p><p></p><p>So. . . what other old-ish modules can you think of that were light on the random encounters, heavy on the story (or story seeds, anyhow), and presented in a way that moved them away from a very transparent 'bank run' scenario (i.e., a scenario that existed primarily to provide PCs with a source of XP, setting/world be damned) and toward a more story-like structure that gave PCs thing to care about other than racking up levels?</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4174354, member: 13892"] For me, modules like the Adlerweg series and Saltmarsh series were the golden standard because [i]things were happening for a reason[/i] -- these modules contained distinct personalities and plots, timelines and backstory, and reasons why things were as they were. Internal consistency was just creeping into adventure adveture design; I can recall playing these modules for the first time and being blown away. Sure, there were some artefacts of early adventure design present (the completely nonsensical appearance of giant weasels in the encounter chart for the haunted house in Saltmarsh comes to mind) but, by and large, these modules were internally consistent and made some kind of sense. They didn't have that artifical "Here, I've lined up these waliking sacks of XP for you to fight. . . just because!" feel. Stuff was happening in the world around the PCs, plots were unfolding, and gone were the random gauntlet runs. So. . . what other old-ish modules can you think of that were light on the random encounters, heavy on the story (or story seeds, anyhow), and presented in a way that moved them away from a very transparent 'bank run' scenario (i.e., a scenario that existed primarily to provide PCs with a source of XP, setting/world be damned) and toward a more story-like structure that gave PCs thing to care about other than racking up levels? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Older adventure modules with good story/plot.
Top