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What do you Want in a Module?
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<blockquote data-quote="Wik" data-source="post: 5439462" data-attributes="member: 40177"><p>Hm. My list of what I want:</p><p></p><p>1) Cool, memorable scenes that can have multiple resolutions. It's cool if the PCs can have a weird dinner party with those friendly islander natives. It's cooler if the PCs can run fleeing from the village when you tick off said natives at a dinner party. And it's REALLY cool if poor playing/bad rolling can lead to your PCs fleeing a burning village and a horde of spear-chucking natives after you really screwed up during that dinner party! </p><p></p><p>2) A logical set-up, and one that is more well thought-out than the usual homebrewed D&D adventure. I really, really hate pre-pubbed adventures where, five minutes in, a player asks a perfectly logical question that destroys the entire adventure. I have no idea why they'd want to build a second bridge crossing that river when the first one works just fine. Um. Hm. Lemme think about that.</p><p></p><p>3) Adaptibility. I like adventures where I can easily add rooms and encounters, tinker with what's there, and play around with it a bit. I am notorious for cutting out entire sections of adventures, merging two (or three) pre-pubbed adventures into one, or even changing the entire setting of the dungeon. Super tight, unmodifiable adventures rarely get used at my table.</p><p></p><p>4) Setting. If the module lacks a strong, interesting setting, I'll gloss over it. If it's just an unexplained dungeon underneath the city against thieves, there better be things that make it stand out among a sewer thief fortress I can put together myself. Paizo is pretty much the go-to guys for this sort of thing - their adventures are almost always set in an interesting locale.</p><p></p><p>5) Brevity. I hate long histories in the introduction. If it takes more than two or three paragraphs, I'm gonna skip over it. If there are more than half a dozen important NPCs, I don't wanna run it. And if there are large chunks of boxed text, I'm probably gonna avoid the product. This, unfortunately, is why I avoid Paizo adventures as a rule - it takes me too much work and too many read-throughs to feel comfortable running it. </p><p></p><p>6) Room for Winging It: A lot of chances for me to just play by the seat of my pants. I love things like random encounters that are sparsely described (the sparser, the better!). A dead body in a room that has a description of "this was an adventurer killed by an arrow trap. He has a few coins in his pocket". and leave it at that. This stuff really gets me pumped about an adventure, for some reason.</p><p></p><p>Lately, my favourite adventures have all been dungeon delves - while they are specific encounters, I like to link them on the fly, letting me engage myself with winging it during play while also adapting the entire thing as I go. I really like using the delve as a bare-bones framework and then swapping things out to suit my needs - usually on the fly.</p><p></p><p>This is an old habit of mine - I remember in the mid nineties, my favourite adventures were actually the old 1e Book of Lairs and Book of Lairs II. These books, for those that are unaware, were basically collections of adventures divided by terrain type - and each adventure consisted of a few encounters and were contained on a single page. They practically required the GM to wing it for it to work. Loved 'em</p></blockquote><p></p>
[QUOTE="Wik, post: 5439462, member: 40177"] Hm. My list of what I want: 1) Cool, memorable scenes that can have multiple resolutions. It's cool if the PCs can have a weird dinner party with those friendly islander natives. It's cooler if the PCs can run fleeing from the village when you tick off said natives at a dinner party. And it's REALLY cool if poor playing/bad rolling can lead to your PCs fleeing a burning village and a horde of spear-chucking natives after you really screwed up during that dinner party! 2) A logical set-up, and one that is more well thought-out than the usual homebrewed D&D adventure. I really, really hate pre-pubbed adventures where, five minutes in, a player asks a perfectly logical question that destroys the entire adventure. I have no idea why they'd want to build a second bridge crossing that river when the first one works just fine. Um. Hm. Lemme think about that. 3) Adaptibility. I like adventures where I can easily add rooms and encounters, tinker with what's there, and play around with it a bit. I am notorious for cutting out entire sections of adventures, merging two (or three) pre-pubbed adventures into one, or even changing the entire setting of the dungeon. Super tight, unmodifiable adventures rarely get used at my table. 4) Setting. If the module lacks a strong, interesting setting, I'll gloss over it. If it's just an unexplained dungeon underneath the city against thieves, there better be things that make it stand out among a sewer thief fortress I can put together myself. Paizo is pretty much the go-to guys for this sort of thing - their adventures are almost always set in an interesting locale. 5) Brevity. I hate long histories in the introduction. If it takes more than two or three paragraphs, I'm gonna skip over it. If there are more than half a dozen important NPCs, I don't wanna run it. And if there are large chunks of boxed text, I'm probably gonna avoid the product. This, unfortunately, is why I avoid Paizo adventures as a rule - it takes me too much work and too many read-throughs to feel comfortable running it. 6) Room for Winging It: A lot of chances for me to just play by the seat of my pants. I love things like random encounters that are sparsely described (the sparser, the better!). A dead body in a room that has a description of "this was an adventurer killed by an arrow trap. He has a few coins in his pocket". and leave it at that. This stuff really gets me pumped about an adventure, for some reason. Lately, my favourite adventures have all been dungeon delves - while they are specific encounters, I like to link them on the fly, letting me engage myself with winging it during play while also adapting the entire thing as I go. I really like using the delve as a bare-bones framework and then swapping things out to suit my needs - usually on the fly. This is an old habit of mine - I remember in the mid nineties, my favourite adventures were actually the old 1e Book of Lairs and Book of Lairs II. These books, for those that are unaware, were basically collections of adventures divided by terrain type - and each adventure consisted of a few encounters and were contained on a single page. They practically required the GM to wing it for it to work. Loved 'em [/QUOTE]
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