halfling rogue
Explorer
Remathilis said:First, that'd be incredibly limiting. It might work if the module was centered in a single location, but the moment you add travel, you start fleshing out the map. So if you had a single dungeon or a single town, it might work, but unless you aim for the vague "days travel" idea, you end up putting SOMETHING in there.
Second, how generic IS generic? Do we get named NPCs (Mayor Barlin, Aleena the Cleric), do we get named Villians? (Lareth, Bargle) what do we do about churches and cults? (The infamous Temple of Evil Chaos from the Keep, I'd wager). What about backstory? Why is there an ancient temple in the woods? Who is Lord Strahd and why did he invite me to his castle? A module isn't just a map and stat-blocks.
I think my original post was a bit unclear. Taken to the extreme I can see why it sounds silly though. What I'm getting at is an adventure/module that has adaptability built into it. An adventure built with the idea that this module is built to be modified rather than this module is rooted in Forgotten Realms
There's no reason why you can't have a deep and intriguing story with vivid (and named) characters and vivid surroundings and still have blurred edges.
But yes, it would work better with single locations and smaller scales. It is obviously a concept that is limited. But just because something is limited doesn't mean it wouldn't work within those limits.
Remathilis said:Third, What generic are we talking about? I guess we could say "Everything in the Holy Trilogy (PH/MM/DMG) is generic, except its not. A generic adventure where a red dragon and his orc minions attack a nearby village doesn't work in Dragonlance (no orcs), Ravenloft (no dragons), Planescape (unless its a village on Carceri), etc, etc. In fact, I wager that nearly any adventure you pitch wouldn't work on at least one published D&D setting, making "any setting" an impossible dream.
Remathilis said:Now, I have said before that their might be a goodly market for ICONIC adventures (that is, adventures that hew very close to the cliche: a haunted castle, an orcish dungeon, a drow fortress, or a dragon's mountain lair) that doesn't fits the generic tropes of D&D, but still have some base assumptions about them. THAT I could see.
"Town A" adventures? that seems like a paint by numbers kit. I buy modules to have the heavy lifting done for me.
Again, here's where I think "generic" is an unhelpful term. Although I think "Everything in the Holy Trilogy" is generic. Just because it doesn't work in Dragonlance doesn't mean PHB/MM/DMG is not generic. That only means Dragonlance is specific. An adaptable-friendly module would have to have a basis for it's generic-ness, and I think the PHB/MM/DMG would be a good starting point. In fact, Basic might even be better. An adaptable-friendly module would say this is the "generic" or "basic" foundation and give the DM the freedom to add or subtract as he sees fit. I'm only envisioning (or trying to envision) a module that thinks through this.
You are more at home with my line of thinking with what you call ICONIC adventures, with the base assumptions being derived from Basic or PHB/MM/DMG. That's a lot of what I'm getting at.
And "Town A" adventures (besides being an interesting name for a design studio), being described as a paint by numbers kit actually doesn't sound to shabby. A module where everything is structured and outlined but leaves some areas to be colored by DMs sounds good to me. Such a product would recognize and aid folks who develop their own homebrewed world. Now that I think about it, that would likely be the target audience. Adventure Kits for the Homebrewed World.
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