What do you look for in a module?

What do you look for in a module? (Multiple Choices)

  • Dungeoncrawls

    Votes: 20 58.8%
  • City Adventure

    Votes: 16 47.1%
  • Overland (Swamp, Forest etc..)

    Votes: 13 38.2%
  • Traditional (Fighting Orcs and Drow)

    Votes: 11 32.4%
  • Cthulhu-esque mysteries

    Votes: 10 29.4%
  • High Level

    Votes: 15 44.1%
  • Low Level

    Votes: 13 38.2%
  • Ancient Mysteries

    Votes: 21 61.8%
  • Recent Mysteries

    Votes: 15 44.1%
  • Plane Hopping

    Votes: 9 26.5%
  • High Magic

    Votes: 8 23.5%
  • Low Magic

    Votes: 9 26.5%
  • Mid Magic

    Votes: 19 55.9%
  • Horror

    Votes: 11 32.4%
  • A lot of NPC interraction.

    Votes: 18 52.9%

  • Poll closed .

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Dungeoncrawls. Just give me the maps, encounters, stat blocks, and loot, and let me worry about NPC motivations, backstory, and roleplaying.
 





i rarely buy modules (preferring to make my own adventures), but i would be much more likely to buy a dungeon crawl than, say, a mystery adventure or something more combat-lite.

i also don't care for horror or Cthulhu-esque stuff in my fantasy, so i'd bypass anything with those elements in it.

"ancient mysteries" i would also tend to avoid, as they usually make assumptions about how your campaign world works. anything that's not generic enough for me to plug into my homebrew world wouldn't get used.
 
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I'm big on horror and good investigation revealing mysteries or neat stuff. I prefer recent mysteries to ancient as I like them to be immediately relevant and I like to integrate neat plot events into my world as a whole.
 
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"Advanced Dungeons & Dragons" in the title. (1st Edition)

None of the curent modules can match the quality of the 1st edition adventures.
 

Since I am generally going to make a lot of modifications before I use any adventure, to fit it into my campaign, I like something that can be easily used in a wide variety of campaigns, in other words I hate it when the adventure set up restricts it to a very narrow set of campaign parameters.

G1 which I played with Leopold at GenCon is a pretty good example of this, I mean who can't find a place for their world for a hill Giant Fort?

I'm trying to think of a counter example, and I guess modules that follow books are good bad examples they are so constrained by the plot of the book (for example DragonLance) that you either play that campaign or you don't end up using anything in your own campaign.
 

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