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What do you Want in a Module?
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<blockquote data-quote="NewJeffCT" data-source="post: 5439208" data-attributes="member: 10784"><p>Beyond a good story, which is the most important thing:</p><p></p><p>1) I like something that is easy to adapt to most any gaming world.</p><p>2) A good reason for the BBEG of the module to do what he/she/it does.</p><p>3) As little "crunch" as possible - I have enough trouble keeping up with the regular rules, so I don't need new monsters or powers that I have to learn.</p><p>4) Realistic actions for NPCs and the bad guys</p><p>5) Some sort of flowchart and/or timeline that has actions for the bad guys that may or may not be directly related to the players : If the PCs don't find the kidnapped princess by Day 4, the bandits that kidnapped her then sell her to either drow slavers or directly to followers of the evil god of slavery. While I know every eventually cannot be covered, I do want some major actions for the BBEG that are in the works "off camera" - the BBEG should not just sitting in Room 64 at the end of the dungeon waiting for the players to come & attack.</p><p>6) A reason for any monsters/traps to be where they are. </p><p>7) Good clear maps that are well labeled with a readable font (I have one module now that is good overall and the maps are nice looking, but the fonts are very unclear a lot of the time because they blend in with the background colors at times - i.e., is that room 3B or 3D?)</p><p>8) A few places where the players can go off track (red herrings, or just some small ideas that the DM can expand upon...)</p><p>9) A few items that you can hand out to players - pictures of major NPCs are helpful to help paint a picture of them; maps, notes, a notable landmark, etc.</p><p>10) Help on scaling the encounters for larger than normal parties (or smaller)</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5439208, member: 10784"] Beyond a good story, which is the most important thing: 1) I like something that is easy to adapt to most any gaming world. 2) A good reason for the BBEG of the module to do what he/she/it does. 3) As little "crunch" as possible - I have enough trouble keeping up with the regular rules, so I don't need new monsters or powers that I have to learn. 4) Realistic actions for NPCs and the bad guys 5) Some sort of flowchart and/or timeline that has actions for the bad guys that may or may not be directly related to the players : If the PCs don't find the kidnapped princess by Day 4, the bandits that kidnapped her then sell her to either drow slavers or directly to followers of the evil god of slavery. While I know every eventually cannot be covered, I do want some major actions for the BBEG that are in the works "off camera" - the BBEG should not just sitting in Room 64 at the end of the dungeon waiting for the players to come & attack. 6) A reason for any monsters/traps to be where they are. 7) Good clear maps that are well labeled with a readable font (I have one module now that is good overall and the maps are nice looking, but the fonts are very unclear a lot of the time because they blend in with the background colors at times - i.e., is that room 3B or 3D?) 8) A few places where the players can go off track (red herrings, or just some small ideas that the DM can expand upon...) 9) A few items that you can hand out to players - pictures of major NPCs are helpful to help paint a picture of them; maps, notes, a notable landmark, etc. 10) Help on scaling the encounters for larger than normal parties (or smaller) [/QUOTE]
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