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What turns you off in a purchased adventure?
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<blockquote data-quote="Ashrum the Black" data-source="post: 1665408" data-attributes="member: 1585"><p>Things I dislike in published modules are:</p><p></p><p>1) Modules that are "light" on the details. An example is that in the course of the module the players visit a city and almost nothing is mentioned of the city in the module. I buy modules to help me run adventures when I'm low on time. Not giving me at least a few highlights of this city, and possibly a random encounter or two, means that I now have to spend the time fleshing these things out. My experience has been players will always want to explore a city. If for nothing else then to try and buy some more supplies before heading back out.</p><p></p><p>2) Modules that leave things purposely vague and unsettled at the end. I like having a conclusion at the end of the module. Tell me what the NPC's will do, list the BBEG's possible plan for revenge, tell me how the kings will shower them with rewards. I may not even use one of them in my own campaign, but if I'm having a mental blosck I've got something to point me down a path then. </p><p></p><p>3) I detest having to wait months on end for the next in a linked series of modules. My group, and many others from what I've seen, game once a week. We tend to push through the average published module in about a month to a month and a half's worth of gaming. (I tend to run a lot of little side trips to link into other plots) But when the next module of the series requires the characters to be of say forth level, and the previous module required them to be second to third, waiting four months for the next one is a deal breaker. </p><p></p><p>The delays in the witch fire series of modules (which is by far the best series I've ever run) ment I spent close to two weeks working on pumping up encounters to try and get them back into the ball park for the PC's. If the modules are linked, either make them release one each month until it's done, or set the next levels high enough that if considering average play they'll still be viable with minimal changes.</p><p></p><p>Just my .02 cp.</p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 1665408, member: 1585"] Things I dislike in published modules are: 1) Modules that are "light" on the details. An example is that in the course of the module the players visit a city and almost nothing is mentioned of the city in the module. I buy modules to help me run adventures when I'm low on time. Not giving me at least a few highlights of this city, and possibly a random encounter or two, means that I now have to spend the time fleshing these things out. My experience has been players will always want to explore a city. If for nothing else then to try and buy some more supplies before heading back out. 2) Modules that leave things purposely vague and unsettled at the end. I like having a conclusion at the end of the module. Tell me what the NPC's will do, list the BBEG's possible plan for revenge, tell me how the kings will shower them with rewards. I may not even use one of them in my own campaign, but if I'm having a mental blosck I've got something to point me down a path then. 3) I detest having to wait months on end for the next in a linked series of modules. My group, and many others from what I've seen, game once a week. We tend to push through the average published module in about a month to a month and a half's worth of gaming. (I tend to run a lot of little side trips to link into other plots) But when the next module of the series requires the characters to be of say forth level, and the previous module required them to be second to third, waiting four months for the next one is a deal breaker. The delays in the witch fire series of modules (which is by far the best series I've ever run) ment I spent close to two weeks working on pumping up encounters to try and get them back into the ball park for the PC's. If the modules are linked, either make them release one each month until it's done, or set the next levels high enough that if considering average play they'll still be viable with minimal changes. Just my .02 cp. -Ashrum [/QUOTE]
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