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What I'm looking for in commercial adventures
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<blockquote data-quote="Jhaelen" data-source="post: 5247411" data-attributes="member: 46713"><p>The problem with such adventure modules is that they cannot be played without a certain amount of prep time.</p><p></p><p>So, imho, the better approach is to provide the most likely storyline and give hints on what to do when things aren't going as planned. A lazy DM can then play the module with (almost) zero-prep, and DM's who enjoy tinkering with modules, making sure they integrate well into their campaign, etc. has some starting points.</p><p></p><p>Take, for example the 3e 'Expedition to Castle Greyhawk'. It uses the well-known encounter format but it also spends a lot of space to describe the 'bigger picture'. It provides an overview of the local region and the districts of the City of Greyhawk. In points out locations that are likely to be relevant or important for the adventure and lots of side-quests.</p><p></p><p>It also has a section with random encounter tables, fully described encounters and maps that can be used when the pcs start exploring regions that don't have anything to do with the adventure's storyline.</p><p></p><p>That's the kind of thing I'd like to see in every adventure module. However, I already know why not every adventure module includes all of this: space.</p><p></p><p>I'm looking at a 'super-module' here. That's why it has enough space to provide all these details. Standard modules usually limit themselves to provide what is required for the main storyline, which is why many feel they read like railroads.</p><p></p><p>I should note that I didn't like the adventure itself very much - I just liked how it was presented.</p><p></p><p>I also really liked 'Hammerfast' even though it doesn't come with a complete storyline for lazy DMs. But that's because I enjoy tinkering with modules, anyway. I just don't think that's the case for every DM. I also know for certain that it's not for every group of players. There are players who expect a story to be laid out to them. Put them in a sandbox and they get bored or get lost (or both).</p><p></p><p>Have you seen 'The Slaying Stone'? I think that's a module that is presented the way you suggest. Considering the serious space limitations I thought it was amazingly well-done and open-ended. </p><p>However, I'm not sure if a newbie DM or a DM without prep-time would be able to run it well.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5247411, member: 46713"] The problem with such adventure modules is that they cannot be played without a certain amount of prep time. So, imho, the better approach is to provide the most likely storyline and give hints on what to do when things aren't going as planned. A lazy DM can then play the module with (almost) zero-prep, and DM's who enjoy tinkering with modules, making sure they integrate well into their campaign, etc. has some starting points. Take, for example the 3e 'Expedition to Castle Greyhawk'. It uses the well-known encounter format but it also spends a lot of space to describe the 'bigger picture'. It provides an overview of the local region and the districts of the City of Greyhawk. In points out locations that are likely to be relevant or important for the adventure and lots of side-quests. It also has a section with random encounter tables, fully described encounters and maps that can be used when the pcs start exploring regions that don't have anything to do with the adventure's storyline. That's the kind of thing I'd like to see in every adventure module. However, I already know why not every adventure module includes all of this: space. I'm looking at a 'super-module' here. That's why it has enough space to provide all these details. Standard modules usually limit themselves to provide what is required for the main storyline, which is why many feel they read like railroads. I should note that I didn't like the adventure itself very much - I just liked how it was presented. I also really liked 'Hammerfast' even though it doesn't come with a complete storyline for lazy DMs. But that's because I enjoy tinkering with modules, anyway. I just don't think that's the case for every DM. I also know for certain that it's not for every group of players. There are players who expect a story to be laid out to them. Put them in a sandbox and they get bored or get lost (or both). Have you seen 'The Slaying Stone'? I think that's a module that is presented the way you suggest. Considering the serious space limitations I thought it was amazingly well-done and open-ended. However, I'm not sure if a newbie DM or a DM without prep-time would be able to run it well. [/QUOTE]
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