What you want in a module

BlueMonsterKu

First Post
Simple, as a DM, as a Player, what do you want in a module? And what have you seen in modules that you like/dislike? I for one dislike the amount of dissorganization and lack of fluidity I always see.
 

log in or register to remove this ad



Site based ones need a good reason for the site and a logical layout. "Where's the privies, heating and lighting?" If I can find all of those then that a sign of someone having thought logically about a site.

Plot based ones need to avoid being linear by providing several 'clue paths' to each encounter.

If you want to sell the adventure to as many people as possible you need to avoid campaign specific things and keep it as generic as possible. If you need to involve gods stick to the common ones like God's of War, Love, Death etc. Don't force the introduction of any items or events that could dramatically change the direction or style of a DM's campaign.
 


For one, plug-and-play compatibility. Why should I buy something made specifically for the X campaign or city when I use my own world? Why else did they chose the word "module?"

Next, I'd like to see more of a description for the product. e.g.:

"This module is a site-based dungeon-type adventure for 4 characters of 5th level which should take characters to 7th level after completion."

Or

"This module is a city adventure with a fluid outline and revolves around role-playing. Combat is minimal. For a party of 3rd level characters which should end the adventure at 4th level. A bard or rogue is recommended, and an evil party might not fit."

Next, maps you can map. I am frustrated by good dungeons whose maps are tough to describe to players as they waddle along the tunnels. Sure, rough caverns should be here and there, but mapping shouldn't be a constant frustration for players and DMs.

Just a few thoughts,
 



A good plot.

A good plot synopsis, so you do not have to read the whole adventure to see the whole picture.

Beautiful maps, detailed characters (the important ones at least).

Bye
Thanee
 

The list..

- Good maps, absolutely a must. There are lots of modules I've bought from which I only used the maps.

-Relevant artwork. Stuff that I can show my players at appropriate moments in the adventure.

-Creativity. The best modules are the ones that include ideas I wouldn't have thought of myself. This doesn't mean I think I'm not creative but different angles and views can be inspiring.

-Portability, I definitely should be able to use the adventur in my owns fantasy-setting with just small modifications.

-Handouts, not a must but always nice to see those included.

-Cool npc's. I like site-based adventures but these sites do have to be stocked with cool memorable creatures/characters.

I could add more, but I'll leave it at this for the moment.
 

Remove ads

Top