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What do you look for when you purchase an Adventure Module?
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<blockquote data-quote="Sholari" data-source="post: 2184396" data-attributes="member: 6059"><p>Unique Texture - Ambience and setting descriptions that strike me as memorable and unlike anything I've come across before. It is important the atmosphere not be generic. A good example of this is I3 Pharoah from 1st edition. Instead of a generic pyramid things like the maze of disorienting mist, a fanatical pilgrims trying to unlock the pyramids mystery, halls of the corrupted undead priesthood, and a pharoah's ghost that wants you to plunder his tomb make it truly stand out as unique.</p><p></p><p>The Element of Surprise - If I can look at the first couple encounters of roleplay and figure out the rest, then that tells me that there are no surprises or plot twists. You do not need an railroading module to create a plot twist either. A good example is the Sinister Secret of Saltmarsh. As you delve into the haunted mansion you find out a) it is really just a ruse set up by a mysterious group inhabiting the house, b) that the people are smugglers with a ship-based part of their operation, c) that they are smuggling weapons as well, and d) they are supplying weapons to a nearby tribe of lizard men that potentially threaten the nearby town. Think about your favorite movies and they almost always have the element of surprise. Where would Star Wars be without "Luke, I am your father." Where would the Sixth Sense be without the realization that the main character is a ghost. There are too many modules these days that are weak in this area.</p><p></p><p>Interesting Maps and Pictures - Quality maps and pictures are often a good surrogate for quickly screening out poor quality modules. If those are lacking often the rest will be lacking as well. Good maps and pictures on the other hand make a module more interesting and come to life. The original Ravenloft module was a good example of great art and maps.</p><p></p><p>Adaptability - Creating a unique enviroment that can fit into a campaign can be a challenge, but is definitely achievable. The more possible ways I can see to use a module the more likely I will buy it. The Dungeon adventure Siege of the Kratys Freehold was a skirmish-style defend the fort with an insufficient cadre of troops by creatively using the forts supplies and equipment. It comes across as a unique enough setting but it is so adaptable that I have been able to use it in innumerable campaigns. You can always throw in a situation where characters are surrounded by some army of bad guys and then whip out this module and then just change the race of the marauding army appropriately.</p><p></p><p>Memorable Characters - Like a setting I like the villians and NPCs to come across as interesting, logical, and constrasting. A great example of interesting NPCs is X2 Castle Amber... a setting that is filled with the mildly odd to criminally insane members of the Amber family living cursed to a timeless existence. There is the lady that has gone mad digging herself out of being burried alive and the ogre that has been cursed into thinking he is a fair maiden. I also liked Alexia Ciannor from the Witchfire trilogy, because her relationship changes in relation to the PCs from module to module.</p></blockquote><p></p>
[QUOTE="Sholari, post: 2184396, member: 6059"] Unique Texture - Ambience and setting descriptions that strike me as memorable and unlike anything I've come across before. It is important the atmosphere not be generic. A good example of this is I3 Pharoah from 1st edition. Instead of a generic pyramid things like the maze of disorienting mist, a fanatical pilgrims trying to unlock the pyramids mystery, halls of the corrupted undead priesthood, and a pharoah's ghost that wants you to plunder his tomb make it truly stand out as unique. The Element of Surprise - If I can look at the first couple encounters of roleplay and figure out the rest, then that tells me that there are no surprises or plot twists. You do not need an railroading module to create a plot twist either. A good example is the Sinister Secret of Saltmarsh. As you delve into the haunted mansion you find out a) it is really just a ruse set up by a mysterious group inhabiting the house, b) that the people are smugglers with a ship-based part of their operation, c) that they are smuggling weapons as well, and d) they are supplying weapons to a nearby tribe of lizard men that potentially threaten the nearby town. Think about your favorite movies and they almost always have the element of surprise. Where would Star Wars be without "Luke, I am your father." Where would the Sixth Sense be without the realization that the main character is a ghost. There are too many modules these days that are weak in this area. Interesting Maps and Pictures - Quality maps and pictures are often a good surrogate for quickly screening out poor quality modules. If those are lacking often the rest will be lacking as well. Good maps and pictures on the other hand make a module more interesting and come to life. The original Ravenloft module was a good example of great art and maps. Adaptability - Creating a unique enviroment that can fit into a campaign can be a challenge, but is definitely achievable. The more possible ways I can see to use a module the more likely I will buy it. The Dungeon adventure Siege of the Kratys Freehold was a skirmish-style defend the fort with an insufficient cadre of troops by creatively using the forts supplies and equipment. It comes across as a unique enough setting but it is so adaptable that I have been able to use it in innumerable campaigns. You can always throw in a situation where characters are surrounded by some army of bad guys and then whip out this module and then just change the race of the marauding army appropriately. Memorable Characters - Like a setting I like the villians and NPCs to come across as interesting, logical, and constrasting. A great example of interesting NPCs is X2 Castle Amber... a setting that is filled with the mildly odd to criminally insane members of the Amber family living cursed to a timeless existence. There is the lady that has gone mad digging herself out of being burried alive and the ogre that has been cursed into thinking he is a fair maiden. I also liked Alexia Ciannor from the Witchfire trilogy, because her relationship changes in relation to the PCs from module to module. [/QUOTE]
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