Sholari
First Post
My thoughts in 1997 on what makes a good module...
"I buy modules because they save me time that I don't have to properly
construct an adventure myself. Honestly, I can only spend maybe five
hours a week planning the next adventure. In that time I think of a plot,
several plot twists, the basic feel of the area, the villians, etc. What
I don't have time for are all the little details and intricacies of each
room. Generally, I look for a module with a lot of well-thought out
details and a flavor to it that brings it to life. I don't want just your
run of the mill dungeon. I can think of the run-of-them-mill dungeon in
my head in an hour. What I can't do is create something unique in an
hour.
The second thing I look for in a module is something that fits easily into
my campaign. Something that isn't going to irrevocably change my
campaign. Something that isn't going to send the Avatars crashing down to
Earth changed forever not unless that is something I want in my campaign.
A module that has some structure and plot twists but doesn't pigeonhole
characters into a chain of events is ideal.
Successful examples of modules that I feel do this is the Sinister Secret
of Saltmarsh, In the Dungeon of the Slavelords, Castle Amber, the Lost
Tomb of Martek. None of this stuff I could do on my own without weeks of
work... and also if characters wander off the expected plot I have enough
details to know how that might affect them. They all have a unique flair
to them that makes them unlike any other adventure of their type. For
example the Dungeon of the Slavelords isn't just about escaping prison.
Its about escaping prison on an island about to be destroyed with throngs
of people competing for a way off the island. It tells a story without
pigeon-holing players to specific courses of action besides their overall
goal."
That is my definition of a good module. What is yours?
"I buy modules because they save me time that I don't have to properly
construct an adventure myself. Honestly, I can only spend maybe five
hours a week planning the next adventure. In that time I think of a plot,
several plot twists, the basic feel of the area, the villians, etc. What
I don't have time for are all the little details and intricacies of each
room. Generally, I look for a module with a lot of well-thought out
details and a flavor to it that brings it to life. I don't want just your
run of the mill dungeon. I can think of the run-of-them-mill dungeon in
my head in an hour. What I can't do is create something unique in an
hour.
The second thing I look for in a module is something that fits easily into
my campaign. Something that isn't going to irrevocably change my
campaign. Something that isn't going to send the Avatars crashing down to
Earth changed forever not unless that is something I want in my campaign.
A module that has some structure and plot twists but doesn't pigeonhole
characters into a chain of events is ideal.
Successful examples of modules that I feel do this is the Sinister Secret
of Saltmarsh, In the Dungeon of the Slavelords, Castle Amber, the Lost
Tomb of Martek. None of this stuff I could do on my own without weeks of
work... and also if characters wander off the expected plot I have enough
details to know how that might affect them. They all have a unique flair
to them that makes them unlike any other adventure of their type. For
example the Dungeon of the Slavelords isn't just about escaping prison.
Its about escaping prison on an island about to be destroyed with throngs
of people competing for a way off the island. It tells a story without
pigeon-holing players to specific courses of action besides their overall
goal."
That is my definition of a good module. What is yours?