What turns you off in a purchased adventure?

MerakSpielman said:
oh, another thing that pisses me off.

Odd-sized rooms.
psyekl said:
I'm the exact opposite:

I want the adventure maps to be as realistic as possible because I want real environments for my characters to interact in.
I'm sort of a compromise. :) My own maps--as drawn--usually heavily fit to the grid, but I consider them approximations. I usually treat module maps the same way.
 

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Yes. It is very true that each of us what different things from modules. One size does not fit all. We need variety.

I think it is too difficult currently, though, to find which modules fit your tastes. When talking about specific modules, rather than saying it is good or bad based on whether it fits our taste, we should try to describe the sort of tastes it would appeal to. Too often, we (& when I say "we", I mean "I" :)) don't do that.
 


lord_banus said:
Perhaps the best alternative is to drop the whole notion of a module and replace it with a combination of settings, events and encounters with a stack of plot paths that can utilise them.

For example you might have a swamp based book that contains the settings: trecherous bog, drowned ruins or border region; events like: beast migration or luna eclipse and encounters like: Lizardman tribe or hag trio. The you could have have plots with combinations like: A luna eclipse causes a lizardman migration that passes through an abandoned ruin that the pcs happen to be searching. Another might be that a trio of hags is terrorising the border regions of a swamp and the farmers need the PCS help.

It would also be more reusable and flexible.

Inconsequenti-AL said:
Publish it. I'd buy it :)

Have you picked up "World of Whitethorn 1B: The Village of Oester"?

It doesn't have the exact format that lord_banus mentioned, but there are a list of "Special Encounters" including one involving a demon-seductress who enlists lizardmen to enslave the mongrel marshfolk and later nearby villagers. A chart listing her possible ascension to demi-goddess status is included depending on what objectives she achieves (how many human sacrifices, defeating any other rival demons that may challenge her control of the swamp region, how many tentacles she acquires, etc).

There is also a plot involving a little girl and a marshfolk outcast as well as one with a pirate smuggling ring.

http://www.openworldpress.com/a.php?p=1b_TOC
 

BTW Ed, I have recieved your modules that I ordered. A very 1e look, and I like all the details you gave so many of the NPC's. Plus the maps are good. I haven't had a chance to do a detailed reading, but I thought I would let you know what I think so far. Oh yes, I also like the idea of starting the party off in a "alien" environment, IE a halfling community. If I have a TPK in my Wilderlands/Necromancer Module Campaign I think I will use these modules to further flesh out the parties starting area.
 

S'mon said:
Nice list - I'm a bit unsure about this one:

>>NPCs with godlike stats for everyone the PCs meet. I don't mind the odd character with better stats than the PCs. I don't mind if most adventurer types and successful self-made men have stats similar to the PCs. But if every city guard has an 18 strength, a 16 con, and a +1 halberd and +1 breastplate when the PCs are struggling to find masterwork equipment and are left with no mental stats if they go for an 18 and a 16 (point buy), it gets rather frustrating.<<

I'm a bit sick of 'mundane' NPCS being treated with contempt by even low-level PCs; the 0-level men-at-arms in AD&D and now the city guards in D&D are supposedly pathetic mostly-Warrior-1s. Given that most city guards are long-service professionals who've probably seen far more action - riots, tavern brawls, violent arrests - than most soldiers, I think they probably should have much better stats than all-10s or similar; I now tend to use something like War-3 w STR 14 & CON 14, AC 16 27 hp ATT +6 (wpn focus) dam 1d10+3 (halberd), 3-pt power att +3 dam 1d10+9, for a typical experienced city guard. No magic gear in my low-magic game, but it would be appropriate for high-magic settings where the gear would be owned by the city of course, not the guard. With these kind of stats the guards can keep order among low-level ruffians without always relying on a friendly Sleep-casting Wizard.

I agree with you in that regard. I don't like PCs assuming that they can push every NPC around any more than you do. My own take on the city guard is pretty similar to yours--probably 2nd-4th level warriors, possibly multiclassed depending upon how I want to present them. Com 2/War 2 is a very respectable city guard and tells more of a farmboy moved to the city and ended up joining the watch kind of story. War 2/Exp 2 or even War 3/Ari 2 would be a decent watch officer. A dedicated investigator might even be a fighter/rogue.

I'd expect them to have decent combat stats too. Probably at least a 13 strength and a 12 con. More often, 14-15 strength, 12-14 con, etc. Feats like you suggest (though combat reflexes, combat expertise, and improved trip might well replace power attack and weapon focus). Leaders would probably have a masterwork weapon too. (Actually, everyone might have a few masterwork crossbow bolts).

My complaint is about settings (Living Arcanis is often an example of this) where every mook bad guy has a 16-18 strength and a 16-18 con and you see second level NPC paladins with 18 strength, 16 dex, 16 con, 18 charisma and a holy avenger sword. (Oh how I hate _I Know Thee Brother_).
 

No argument from me. :) I have Avalanche's Greenland Saga and it suffers hugely from the inflated NPC stats.

>>Com 2/War 2 is a very respectable city guard and tells more of a farmboy moved to the city and ended up joining the watch kind of story. War 2/Exp 2 or even War 3/Ari 2 would be a decent watch officer. A dedicated investigator might even be a fighter/rogue.<<

Good ideas there - I'm planning to start a city-focussed min-campaign soon so this stuff is handy. :) There's an "Investigator" concept (kit) in Quint Rogue I think I'll use for watchman 'detective' types.
 

No one has mentioned BY FAR the most annoying trend - a villain that is a unique monster, which Reaper does not have a mini for! :D

It's interesting what folks look for in modules. I tend to like some of Necromancer's stuff these days, but I usually just tear bits and pieces out of them to use. Cannot really use your stuff Ed as Hairy Minotaur is one of my players ;)

I like stat blocks right in the modules - add page count and charge me for it - I'm paying for convenience and time savings anyway.
 

sellars said:
2. Leaving things vague at the end
How should they be left? The author doesn't know what your players are going to do when the meet the module. Could you explain what you mean? Most modules tell you want surviving antagonists will do. What else could be vague at the end?
 

What turns you off in a purchased adventure?Dirty fingernails, bad breath, and when they expect something after taking me out for dinner...?!?

;)
 

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