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<blockquote data-quote="bento" data-source="post: 3361662" data-attributes="member: 36597"><p>Dungeon is always full of great adventures at different levels. Besides the current Adventure Path (Savage Tide), there's always something to spur your imagination in every issue. The only problem is sometimes fitting the adventure into your on-going story line.</p><p></p><p>Dungeon Crawl Classics is a step up from there in regards to fitting into ongoing stories. They are intended to drop into a game at most any point, giving you different plot hooks to get your players involved. The format is roughly the same as as old 1st Ed modules.</p><p></p><p>WoTC's recent spate of adventure books / modules are also a good fit and go one step better - the publisher created a new format which divides the information up to make it even easier to DM. There's the general flow of the module, going from one room to the next in a narrative form, and then there's a second section which disects each encounter over a two-page format. Check out the new Ravenloft book, and you'll noticed this right off.</p><p></p><p>I like this new format because I don't like flipping around to get stats on monsters when I'm in the middle of an encouter. With this new format, all the information you need is in those two pages to run each encounter. It also helps in case you're one of those DMs that forgets to use a monster's special ability. The book tells you tactically what the monster will do round-by-round (first cast spell x, second summon monster y, etc.).</p><p></p><p>I've heard good things about Red Hand, but it's not in the same format. Shattergarde and Barrows are in the new format and there's several threads discussing these modules that have popped up in the last week or so.</p></blockquote><p></p>
[QUOTE="bento, post: 3361662, member: 36597"] Dungeon is always full of great adventures at different levels. Besides the current Adventure Path (Savage Tide), there's always something to spur your imagination in every issue. The only problem is sometimes fitting the adventure into your on-going story line. Dungeon Crawl Classics is a step up from there in regards to fitting into ongoing stories. They are intended to drop into a game at most any point, giving you different plot hooks to get your players involved. The format is roughly the same as as old 1st Ed modules. WoTC's recent spate of adventure books / modules are also a good fit and go one step better - the publisher created a new format which divides the information up to make it even easier to DM. There's the general flow of the module, going from one room to the next in a narrative form, and then there's a second section which disects each encounter over a two-page format. Check out the new Ravenloft book, and you'll noticed this right off. I like this new format because I don't like flipping around to get stats on monsters when I'm in the middle of an encouter. With this new format, all the information you need is in those two pages to run each encounter. It also helps in case you're one of those DMs that forgets to use a monster's special ability. The book tells you tactically what the monster will do round-by-round (first cast spell x, second summon monster y, etc.). I've heard good things about Red Hand, but it's not in the same format. Shattergarde and Barrows are in the new format and there's several threads discussing these modules that have popped up in the last week or so. [/QUOTE]
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