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[Wanted] DireKobold needs Writers!
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<blockquote data-quote="davewoodrum" data-source="post: 541147" data-attributes="member: 8322"><p>This is something that the more I think about the more I would like to try making at least once. I do have a couple of questions though concerning various things and was wondering if you would consider putting up a quick crash course of notes concerning things to avoid....</p><p>Reason being is that certain important elements of an adventure could present a problem in a full span of character levels... example, a dragon as being a chief center point of the adventure's story could knock out a truthfully fair shot at success for 1st or 2nd level characters (unless the module is intended to be a larger module that allows character progression in levels) and likewise certain objects of treasure could present a similar situation on the issue of value... even non-magical ones. </p><p></p><p>Not that I'm doubting the ability to create xenogenic modules... no sir, I've seen it, I've played with it, and this ol' boy is sold by it. It's just that this is a fairly new procedure for most of us, and I think the question, at least on my part, is "how do you do it"? I mean, I see it work but on the same hand I'm sure that one would have to take a little different approach...if not at least a little caution, when writing certain parts of the module... basically things that would normally be set in stone would need to be easily adaptable should their presence require replacement or removal.</p><p></p><p>Playing around with the different outputs of Dire Kobolds has given me a bit of insight on how it works but I'm sure that your group has a few tried and true lessons from playing around with this system and know certain literary pitfalls to avoid in the module design.</p><p></p><p>Not trying to be nosey or pushy but if you wouldn't mind sharing a few of these things with us, provided that you have found a few interesting tidbits, I know I would love to know about them.</p></blockquote><p></p>
[QUOTE="davewoodrum, post: 541147, member: 8322"] This is something that the more I think about the more I would like to try making at least once. I do have a couple of questions though concerning various things and was wondering if you would consider putting up a quick crash course of notes concerning things to avoid.... Reason being is that certain important elements of an adventure could present a problem in a full span of character levels... example, a dragon as being a chief center point of the adventure's story could knock out a truthfully fair shot at success for 1st or 2nd level characters (unless the module is intended to be a larger module that allows character progression in levels) and likewise certain objects of treasure could present a similar situation on the issue of value... even non-magical ones. Not that I'm doubting the ability to create xenogenic modules... no sir, I've seen it, I've played with it, and this ol' boy is sold by it. It's just that this is a fairly new procedure for most of us, and I think the question, at least on my part, is "how do you do it"? I mean, I see it work but on the same hand I'm sure that one would have to take a little different approach...if not at least a little caution, when writing certain parts of the module... basically things that would normally be set in stone would need to be easily adaptable should their presence require replacement or removal. Playing around with the different outputs of Dire Kobolds has given me a bit of insight on how it works but I'm sure that your group has a few tried and true lessons from playing around with this system and know certain literary pitfalls to avoid in the module design. Not trying to be nosey or pushy but if you wouldn't mind sharing a few of these things with us, provided that you have found a few interesting tidbits, I know I would love to know about them. [/QUOTE]
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