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General Tabletop Discussion
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What types of modules are useful?
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<blockquote data-quote="Treebore" data-source="post: 1904853" data-attributes="member: 10177"><p>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".</p><p></p><p>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.</p><p></p><p>Then give me an interesting /story/adventure using this setting to introduce players with.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>So nothing on your poll really represents me, but now you know what I want.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1904853, member: 10177"] 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. [/QUOTE]
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