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*TTRPGs General
What's wrong with current high-level mega-modules
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<blockquote data-quote="Ragnar_Deerslayer" data-source="post: 1052835" data-attributes="member: 11990"><p>The problem with current high-level mega-modules (e.g., Necropolis, City of the Spider Queen) is that they are little more than dungeon crawls. Don't get me wrong, dungeon crawls have their place, but at high levels? At high levels (teens) I should be doing something A) high profile and B) affecting lots of people, earning the attention of local political powers and going on kingdom-shaking quests, as well as having my deeds sung about by bards across the land. And yet, here we go again, enter the dungeon, go EIGHT FREAKIN' LEVELS doing deeds that are only indirectly connected to the problems of the world above, and come out at 18th level as continent-shaking powerhouses that, strangely enough, nobody's ever heard of.</p><p></p><p>Am I the only one who thinks the whole "back to the dungeon" philosophy was a complete step in the wrong direction? That "third edition rules, first edition feel" was a complete misunderstand of what I wanted out of an RPG?</p><p></p><p>Come on. If I want a dungeon crawl, I'll get a computer game. Diablo, anyone? Icewind Dale? Computers take care of the mechanics of combat, making dungeon crawls their forte. When I come to the tabletop RPGs, I want character development, immersive storylines, and plot development. The problem is, I got more character development and a better storyline out of the Baldur's Gate CRPG than any published RPG module or series of modules.</p><p></p><p>Where are those players and DMs who cut their teeth on fantasy novels like Lord of the Rings, The Chronicles of Prydain, the Belgariad, and the Riftwar Saga? Why do they have to make their stories from scratch, instead of being able to buy a campaign off-the-shelf?</p><p></p><p>It's been done before (Call of Cthulhu comes to mind). Why not in the fantasy market?</p><p></p><p>Here's what I want out of a high-level mega-module. Half of them in a module that covers eight levels would be a dream come true.</p><p></p><p>In an epic (not Epic) mega-module, the PCs should:</p><p>* play important roles in a major war</p><p>* get caught up in court intrigue</p><p>* journey to exotic lands (eg, as ambassadors, or on a quest for a person/ thing)</p><p>* go plane-hopping (shopping trip in Sigil! Undercover recon in the Demonweb Pits! Invade the Nine Hells with an army of paladins!)</p><p>* defeat a powerful dragon</p><p>* uncover a plot by an evil cult</p><p>* have a recurring villian</p><p>* get betrayed</p><p>* get framed/ go outlaw/ clear their names</p><p>* face their pasts</p><p>* rescue a princess</p><p>* avenge the death of a loved one</p><p>* make important/powerful friends</p><p>* get captured/ escape</p><p>* protect a cute (or annoying) kid/ sidekick/ princess/ monster/ bard.</p><p>* save the world</p><p>* visit home after becoming famous</p><p></p><p>Anything to add to the above list? Anyone developing a mega-module like the one discribed above?</p><p></p><p>Ragnar</p></blockquote><p></p>
[QUOTE="Ragnar_Deerslayer, post: 1052835, member: 11990"] The problem with current high-level mega-modules (e.g., Necropolis, City of the Spider Queen) is that they are little more than dungeon crawls. Don't get me wrong, dungeon crawls have their place, but at high levels? At high levels (teens) I should be doing something A) high profile and B) affecting lots of people, earning the attention of local political powers and going on kingdom-shaking quests, as well as having my deeds sung about by bards across the land. And yet, here we go again, enter the dungeon, go EIGHT FREAKIN' LEVELS doing deeds that are only indirectly connected to the problems of the world above, and come out at 18th level as continent-shaking powerhouses that, strangely enough, nobody's ever heard of. Am I the only one who thinks the whole "back to the dungeon" philosophy was a complete step in the wrong direction? That "third edition rules, first edition feel" was a complete misunderstand of what I wanted out of an RPG? Come on. If I want a dungeon crawl, I'll get a computer game. Diablo, anyone? Icewind Dale? Computers take care of the mechanics of combat, making dungeon crawls their forte. When I come to the tabletop RPGs, I want character development, immersive storylines, and plot development. The problem is, I got more character development and a better storyline out of the Baldur's Gate CRPG than any published RPG module or series of modules. Where are those players and DMs who cut their teeth on fantasy novels like Lord of the Rings, The Chronicles of Prydain, the Belgariad, and the Riftwar Saga? Why do they have to make their stories from scratch, instead of being able to buy a campaign off-the-shelf? It's been done before (Call of Cthulhu comes to mind). Why not in the fantasy market? Here's what I want out of a high-level mega-module. Half of them in a module that covers eight levels would be a dream come true. In an epic (not Epic) mega-module, the PCs should: * play important roles in a major war * get caught up in court intrigue * journey to exotic lands (eg, as ambassadors, or on a quest for a person/ thing) * go plane-hopping (shopping trip in Sigil! Undercover recon in the Demonweb Pits! Invade the Nine Hells with an army of paladins!) * defeat a powerful dragon * uncover a plot by an evil cult * have a recurring villian * get betrayed * get framed/ go outlaw/ clear their names * face their pasts * rescue a princess * avenge the death of a loved one * make important/powerful friends * get captured/ escape * protect a cute (or annoying) kid/ sidekick/ princess/ monster/ bard. * save the world * visit home after becoming famous Anything to add to the above list? Anyone developing a mega-module like the one discribed above? Ragnar [/QUOTE]
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