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General Tabletop Discussion
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What types of modules are useful?
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<blockquote data-quote="scourger" data-source="post: 1904024" data-attributes="member: 12328"><p><strong>no vote</strong></p><p></p><p>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 <em>concise</em> and defined. </p><p></p><p>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. </p><p></p><p>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.)</p><p></p><p>The Giant's Skull is another great module. It has a nice twist for reverse play with pre-generated characters <em>with counters</em>. 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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="scourger, post: 1904024, member: 12328"] [b]no vote[/b] 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 [I]concise[/I] 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 [I]with counters[/I]. 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. [/QUOTE]
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