What types of modules are useful?

Useful module features

  • 1st-3rd level

    Votes: 13 50.0%
  • 3rd-5th level

    Votes: 12 46.2%
  • 5th-7th level

    Votes: 15 57.7%
  • 7th-9th level

    Votes: 12 46.2%
  • 9th-11th level

    Votes: 12 46.2%
  • 11th-13th level

    Votes: 14 53.8%
  • New creatures a plus

    Votes: 14 53.8%
  • New creatures a minus

    Votes: 3 11.5%
  • New spells/magic items a plus

    Votes: 12 46.2%
  • New spells/magic items a minus

    Votes: 3 11.5%

reanjr

First Post
I'm looking to find what level adventure modules would be most useful and whether new creatures/magic items/spells are a plus, minus, or non-issue. Also, if there are any silver bullets you would like to see (a certain niche or idea that just isn't usually fulfilled). If there are any things that turn you off to a module, that would be very useful as well.
 

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no vote

I didn't vote because there really isn't a poll option that defines what I find most useful in a module these days. Portability is the most important thing for me. I need to be able to plug & play the module into my core game or whatever variation has captured my current interest. I do not need so many new rules that the thing is too much work to get into play. If a publisher wants to include some new things like you describe, that's okay as long as the number of new things is small. The new stuff should be concise and defined.

Here's the thing, and I think Clark Peterson at Necromancer Games said it first. A new module has strong market competition--most notably Dungeon magazine. Why would I buy a particular publisher's adventure when I get 3 good ones from Dungeon each month as a subscriber? The answer is that I won't unless it offers something really worthwhile.

I can't really define it, but I will give you some examples. Mesopotamia is a great module. I can't wait to run it. I won't use the new prestige classes (I don't allow them) or the new feats or magic options since the core game really does everything I need in these areas and more. I will use the human race variants and the gods. The setting material is good, and the actual adventure is great. (But, it got an average review here recently; this mystifies me.)

The Giant's Skull is another great module. It has a nice twist for reverse play with pre-generated characters with counters. It also gives a super tie-in to an existing camapign. So, it's great for a plug & play one-shot and for an existing game.

Each of these modules really doesn't stray too far from the core game, either. Really the best feedback I can give you is to take a look at these examples.
 


Higher level modules are a definite attraction; I do find that lower level plots, opponents etc. are relatively easy to come up with given a limited time frame, whereas high level dungeons and other assorted challenges do require more preparatory time, especially in regards to getting the stats at least moderately accurate.

New monsters aren't really a deal-making/breaking issue, but I'm a creature junkie who loves monsters of all stripes (but particularly well done high CR critters), and so I certainly won't complain if my addiction gets a fix ;)

Cheers,
Colin
 

You want me to buy a module this is what you have to do. Have great locations and don't have these locations rely on a specific terrain, such as misty or hor or freezing. Give me guidelines on what to add to the module to give these atmospheric elements, but don't make me have to fit the module into a specific terrain/part of a world to be able to use "atmosphere".

Back to great locations, give me towns/villages/cities/mines/forest villages/whatever that I can use over and over again. Not as an adventure, but as a permanent campaign fixture.

Then give me an interesting /story/adventure using this setting to introduce players with.

I look at modules as a resource for detailing my campaign world, which is why I like Necromancer games and Troll Lord Games. Despite any shortcomings any of these modules may have had, they still gave me something to add as a permanent location to my campaign world. I also like Kalamar modules for the same reason, just I have to edit out material since I don't use the world of Kalamar. It is why I am also glad Fiery Dragon is getting back into making modules, NeMorens Vault and Giants Skull are very good ideas with good "settings" worth keeping in my campaign. Granted the editing errors were a bit irritating, but my cleaning it up made the modules come alive in my minds eye.

I also like Ed Cha's two books because I would never have detailed a village of halflings or had my players bent on establsihing a chain of KFH restaurants. (Kobold Fried Halfling) Ed also included a lot of additional rules/PrC's, but nothing you had to use, but they were very good ideas worth considering and I even used a couple of them and I am still considering the Witch and his Cavalier.

So nothing on your poll really represents me, but now you know what I want.
 

none of the above....

What we need are fun modules that have interesting encounters that people remember. WE need creative story lines, fun NPCs for the DM, and intersting circumstances.
 

None of the above. (And, why does the poll stop at 13th level? Not a helpful poll at all.)

Good maps and interesting locations combined with good plots are most important to me. Higher level is preferred over lower levels, as they are far more time-consuming to create.

New monsters and magic usually turn me off.
 

To answer the question of why the poll stops at 13, I am working on creating adventure scenarios that will work with varied party levels. This is the goal I have, but I think extending an adventure design beyond 13th level really starts to wreak havoc with a plot designed for lower level parties. High level adventures really need to be tailored to high level adventurers, and I don't think it would be possible to make a one-size-fits-all adventure without some sort of lower or higher level cap.

I wanted to determine if low level and mid level adventures were just as "popular" as one another - from the (limited) poll results, it seems that is the case.

Would you find it a useful feature of an adventure to support encounters of wildly differing levels or is this something you would not have any qualms doing yourself? The adventure module would support the varied levels in many ways, including differing flavor text, different monsters used, different treasure, etc. The idea would be designed in from the ground up. Also, is this something anyone else is doing?
 

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