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What do you Want in a Module?
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<blockquote data-quote="Lanefan" data-source="post: 5439211" data-attributes="member: 29398"><p>Raven Crowking summed up most of the important ones in post 14, above; and I agree that handouts are something I can take or leave. Artwork, however, rocks. Good artwork rocks harder.The map, whether on cardstock or paper or whatever, needs to be separate from the booklet! 0e and 1e adventures got this right.</p><p></p><p>All in all, a module is written for DMs and is used by DMs, so make it easy for DMs to use! Adventures have changed style with each edition, none have yet got it right (these are general observations, exceptions abound):</p><p></p><p>0e - the descriptions are often too thin; fine if you can figure out what was intended but a recipe for complete disaster if you can't.</p><p>1e - too many boxed descriptions that didn't account for what the party could actually see and-or what direction they enter the area from.</p><p>2e - too much story, not enough adventure. Maps not separate.</p><p>3e - monster write-ups in a block at end so you have to flip back and forth all the time. Maps not separate.</p><p>4e - too much emphasis on set-piece encounters, no fluidity to design, often very linear. No empty rooms. Maps not separate.</p><p></p><p>What can make the actual dungeon/adventure better?</p><p></p><p>Multiple entrances/exits. I realized while recently running <em>Bone Hill </em>that there's about 6 ways in and out of the dungeon - the party have lots of choice, and running it for different parties has a better chance of giving different DMing experiences just from this one aspect alone.</p><p></p><p>Choices on where to go once inside, including closed-loop passages (as opposed to more or less elaborate dead ends) and multiple connections between levels that sometimes bypass levels between.</p><p></p><p>Plot devices that make the players think - can include red herrings, misdirections, NPC double-cross, puzzles and traps, enemies that aren't really enemies, teleporters, etc. Not every module needs to have all of these, but every module probably needs at least one or two.</p><p></p><p>Opportunities for memorable set-piece battles/encounters, even if they don't come off in play. An example: the stairs down from level A (Orcs) to level B (trog's) in <em>Forge of Fury </em>turned into an epic set-piece when I played it but were almost irrelevant when I DMed it as the party went in the back cave and thus approached said stairs from below...</p><p></p><p>At least one bad guy tough enough to survive its first encounter with the party and piss 'em off in the process. This one's not always possible, particularly in an exploration-type adventure where they (and you) don't know where they are or what they'll meet; but getting beat up by someone who then runs away sure motivates a party!</p><p></p><p>Lan-"of a rambling mind today"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5439211, member: 29398"] Raven Crowking summed up most of the important ones in post 14, above; and I agree that handouts are something I can take or leave. Artwork, however, rocks. Good artwork rocks harder.The map, whether on cardstock or paper or whatever, needs to be separate from the booklet! 0e and 1e adventures got this right. All in all, a module is written for DMs and is used by DMs, so make it easy for DMs to use! Adventures have changed style with each edition, none have yet got it right (these are general observations, exceptions abound): 0e - the descriptions are often too thin; fine if you can figure out what was intended but a recipe for complete disaster if you can't. 1e - too many boxed descriptions that didn't account for what the party could actually see and-or what direction they enter the area from. 2e - too much story, not enough adventure. Maps not separate. 3e - monster write-ups in a block at end so you have to flip back and forth all the time. Maps not separate. 4e - too much emphasis on set-piece encounters, no fluidity to design, often very linear. No empty rooms. Maps not separate. What can make the actual dungeon/adventure better? Multiple entrances/exits. I realized while recently running [I]Bone Hill [/I]that there's about 6 ways in and out of the dungeon - the party have lots of choice, and running it for different parties has a better chance of giving different DMing experiences just from this one aspect alone. Choices on where to go once inside, including closed-loop passages (as opposed to more or less elaborate dead ends) and multiple connections between levels that sometimes bypass levels between. Plot devices that make the players think - can include red herrings, misdirections, NPC double-cross, puzzles and traps, enemies that aren't really enemies, teleporters, etc. Not every module needs to have all of these, but every module probably needs at least one or two. Opportunities for memorable set-piece battles/encounters, even if they don't come off in play. An example: the stairs down from level A (Orcs) to level B (trog's) in [I]Forge of Fury [/I]turned into an epic set-piece when I played it but were almost irrelevant when I DMed it as the party went in the back cave and thus approached said stairs from below... At least one bad guy tough enough to survive its first encounter with the party and piss 'em off in the process. This one's not always possible, particularly in an exploration-type adventure where they (and you) don't know where they are or what they'll meet; but getting beat up by someone who then runs away sure motivates a party! Lan-"of a rambling mind today"-efan [/QUOTE]
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