Treebore
First Post
Like a number of previous posters have essentially said, mega-modules may be mega, but that does not mean they cover every aspect of a campaign. Remember, we have essentially forced the publishers to be somewhat generic with their products. That means, Ragnar, if you want all of those elements you mentioned in your game you are going to have to take the bare bones of any given module and give it whatever life you want it to have by connecting the module to your campaign world.
As for Necromancer games. I own Rappan Athuk 1 through 3, Tomb of Abysthor, and the Grey Citadel. They are all very good mega-adventures. There is plenty of material in these modules for any DM with a decent amount of creativity to use. Plenty of that material gives the DM many ways to connect this "isolated" module to the rest of your world. It also provides plenty of opportrunity for political intrigue and roleplaying. Part of Necromancer's "1st edition feel" is that they don't hold your hand and spoon feed you with what you are to do. Like the 1st edition modules, you have to figure out how to make a lot of things happen in ways that are sensible for YOUR campaign.
The Grey Citadel is so good I bet it will teach you a few new DMing tricks. It should get an ENnie nomination, if not the actual award.
So my view on your complaints about mega-modules is don't blame your inability to take a module and make it be a living part of your campaign on the publishers. All the modules you and I have mentioned are very good modules.
You want your hand held go buy some 2e modules, they tell you how to do every little thing. No brain required. Otherwise, put forth the effort to connect these modules to your campaign world and make them "relevant".
I know that if you go to Necromancers messageboards you will find plenty of us willing to help you do it. Which I think you already should know, shouldn't you.
As for Necromancer games. I own Rappan Athuk 1 through 3, Tomb of Abysthor, and the Grey Citadel. They are all very good mega-adventures. There is plenty of material in these modules for any DM with a decent amount of creativity to use. Plenty of that material gives the DM many ways to connect this "isolated" module to the rest of your world. It also provides plenty of opportrunity for political intrigue and roleplaying. Part of Necromancer's "1st edition feel" is that they don't hold your hand and spoon feed you with what you are to do. Like the 1st edition modules, you have to figure out how to make a lot of things happen in ways that are sensible for YOUR campaign.
The Grey Citadel is so good I bet it will teach you a few new DMing tricks. It should get an ENnie nomination, if not the actual award.
So my view on your complaints about mega-modules is don't blame your inability to take a module and make it be a living part of your campaign on the publishers. All the modules you and I have mentioned are very good modules.
You want your hand held go buy some 2e modules, they tell you how to do every little thing. No brain required. Otherwise, put forth the effort to connect these modules to your campaign world and make them "relevant".
I know that if you go to Necromancers messageboards you will find plenty of us willing to help you do it. Which I think you already should know, shouldn't you.