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What's wrong with current high-level mega-modules
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<blockquote data-quote="Psion" data-source="post: 1052868" data-attributes="member: 172"><p>Um, maybe it's just me, but neither of the sample modules you mentioned seem to fit this mold. The are both way more extensive than eight levels of a single dungeon. In the case of CotSQ, the players are travelling in the underdark. In the case of necropolis, they are travelling in a foreign land and are NOT widely known there. The reasons for their involvement is pretty clear.</p><p></p><p>Is your objection only that they involve dungeons at all?</p><p></p><p></p><p></p><p>Oh no. Well, I don't think it was a step in the wrong direction, but I do think the push in that direction has been too strong and it has become way too much of a focal point for balancing of the game (hence silliness like pokemounts.)</p><p></p><p></p><p></p><p>Well, that's NG's slogan. If that doesn't appeal to you, you can't exactly blame them for honesty in advertising. There are other options out there.</p><p></p><p></p><p></p><p>Eh. I like diablo, but I wouldn't be playing D&D if it didn't offer me something diablo didn't. Diablo is a tactical exercise with the reassurance that you will never really die. The worse that can happen is if you get bushwchacked by some lightning enhanced baddie, you'll lose some experienec and waste some time trying to get some goodies back. This is much more shallow than that rather more gritty feel of knowing every fight counts.</p><p></p><p>And, I might add, when I and my generally associated group of gamers play, it's more than just a dungeon crawl, again a way that Diablo could never hope for. My players bring the PCs personalities to life. The GM have reasons for the dungeons, and consequences in a world.</p><p></p><p>Of course, with purchased dungeons, you have to work the events and people into your world. Some DMs are sloppy about it, but some adventures make this task easier than others.</p><p></p><p></p><p></p><p>I make my own stories more than store-purchased, simply because I find that if you WANT character development and you WANT campaign development, it is a lot easier to do so when you control the events of the game. It's tough finding a comfortable fit otherwise.</p><p></p><p></p><p></p><p>Sounds like a good list to me.</p><p></p><p></p><p></p><p>Not for print, but my last high-level game involved about 75% of the points you mentioned. In it the players:</p><p></p><p>Faced a recurring villain, eventually finding out that she was actually a mirror-version of a good woman, and who they eventually travelled across the planes with and who was judged in the courts of thunder (which was an adventure the players immensely enjoyed.)</p><p>In their plane travelling, they got caught up in a time-loop-demiplane which required them to save a priest from the distant past.</p><p>They got caught up in attempts to assassinate and capture members of royalty of multiple nations, and managed to rescue their own prince, and then travelled to an exotic distant land to find the trail of the immortal princess who, in turn, led the party to help rescue the true heir and place her on the throne.</p><p></p><p>Things like that.</p><p></p><p>The thing is, I am merely touching on the scope of the huge sweeping campaign I just ran. My players enjoyed it immensely. I really would be at a loss of how to write a mega-adventure like this without including the whole setting with it. If I was writing for a major setting, the scope of these changes would be tantamount to massive metaplotting, which (understandably) doesn't sit well with people who don't want to see their favorite published world morphed beyond recognition.</p><p></p><p>To this end, I have been rather pleased with Malhavoc's event books. There are three out so far -- requiem for a god, cry havoc, and when the sky falls. All involve major events, and the mechanics and ideas to support them, but don't spell out in stone what happens. This gives the DM the latitude to do what needs done to involve the players in the epic events. All are well done so far that I have read (I still have to read cry havoc) and have some intriguing ideas.</p></blockquote><p></p>
[QUOTE="Psion, post: 1052868, member: 172"] Um, maybe it's just me, but neither of the sample modules you mentioned seem to fit this mold. The are both way more extensive than eight levels of a single dungeon. In the case of CotSQ, the players are travelling in the underdark. In the case of necropolis, they are travelling in a foreign land and are NOT widely known there. The reasons for their involvement is pretty clear. Is your objection only that they involve dungeons at all? Oh no. Well, I don't think it was a step in the wrong direction, but I do think the push in that direction has been too strong and it has become way too much of a focal point for balancing of the game (hence silliness like pokemounts.) Well, that's NG's slogan. If that doesn't appeal to you, you can't exactly blame them for honesty in advertising. There are other options out there. Eh. I like diablo, but I wouldn't be playing D&D if it didn't offer me something diablo didn't. Diablo is a tactical exercise with the reassurance that you will never really die. The worse that can happen is if you get bushwchacked by some lightning enhanced baddie, you'll lose some experienec and waste some time trying to get some goodies back. This is much more shallow than that rather more gritty feel of knowing every fight counts. And, I might add, when I and my generally associated group of gamers play, it's more than just a dungeon crawl, again a way that Diablo could never hope for. My players bring the PCs personalities to life. The GM have reasons for the dungeons, and consequences in a world. Of course, with purchased dungeons, you have to work the events and people into your world. Some DMs are sloppy about it, but some adventures make this task easier than others. I make my own stories more than store-purchased, simply because I find that if you WANT character development and you WANT campaign development, it is a lot easier to do so when you control the events of the game. It's tough finding a comfortable fit otherwise. Sounds like a good list to me. Not for print, but my last high-level game involved about 75% of the points you mentioned. In it the players: Faced a recurring villain, eventually finding out that she was actually a mirror-version of a good woman, and who they eventually travelled across the planes with and who was judged in the courts of thunder (which was an adventure the players immensely enjoyed.) In their plane travelling, they got caught up in a time-loop-demiplane which required them to save a priest from the distant past. They got caught up in attempts to assassinate and capture members of royalty of multiple nations, and managed to rescue their own prince, and then travelled to an exotic distant land to find the trail of the immortal princess who, in turn, led the party to help rescue the true heir and place her on the throne. Things like that. The thing is, I am merely touching on the scope of the huge sweeping campaign I just ran. My players enjoyed it immensely. I really would be at a loss of how to write a mega-adventure like this without including the whole setting with it. If I was writing for a major setting, the scope of these changes would be tantamount to massive metaplotting, which (understandably) doesn't sit well with people who don't want to see their favorite published world morphed beyond recognition. To this end, I have been rather pleased with Malhavoc's event books. There are three out so far -- requiem for a god, cry havoc, and when the sky falls. All involve major events, and the mechanics and ideas to support them, but don't spell out in stone what happens. This gives the DM the latitude to do what needs done to involve the players in the epic events. All are well done so far that I have read (I still have to read cry havoc) and have some intriguing ideas. [/QUOTE]
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