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What's wrong with current high-level mega-modules
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<blockquote data-quote="BiggusGeekus@Work" data-source="post: 1053101" data-attributes="member: 7828"><p>I'm going to have to come down on Psion's side.</p><p></p><p>I <em>like</em> Ragnar's ideas, but how to incorporate them? Playing devil's advocate....</p><p></p><p><span style="font-family: 'courier new'"> </span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* play important roles in a major war</span></p><p> <span style="font-family: 'courier new'">--- what war? Do I have to introduce a war into the campaign now? </span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* get caught up in court intrigue</span></p><p> <span style="font-family: 'courier new'">--- that's a lot of NPCs I'll have to build or fit into my game all of the sudden</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* journey to exotic lands (eg, as ambassadors, or on a quest for a person/ thing)</span></p><p><span style="font-family: 'courier new'">* go plane-hopping (shopping trip in Sigil! Undercover recon in the Demonweb Pits! Invade the Nine Hells with an army of paladins!)</span></p><p><span style="font-family: 'courier new'">* defeat a powerful dragon</span></p><p> <span style="font-family: 'courier new'">--- I'd argue that these three are essentially the same as a dungeon crawl. They do not effect The Kingdom in set-up or during play. The consquences will be big, sure. But in essence, there isn't any metagame difference between the elemental plane of fire and the caves of chaos from <em>Keep on the Borderlands</em>.</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* uncover a plot by an evil cult</span></p><p><span style="font-family: 'courier new'">* have a recurring villian</span></p><p> <span style="font-family: 'courier new'">-- things that I'll have to put in my game, where were these guys for the last 10 levels?</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* get betrayed</span></p><p><span style="font-family: 'courier new'">* get framed/ go outlaw/ clear their names</span></p><p> <span style="font-family: 'courier new'">-- OK now these two could concievably be put in a canned module</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* face their pasts</span></p><p><span style="font-family: 'courier new'"> -- but this one sure couldn't</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* rescue a princess</span></p><p> <span style="font-family: 'courier new'">-- another NPC that the module writer would either have to hope is already in the DMs game or have suddenly appear out of nowhere.</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* avenge the death of a loved one</span></p><p> <span style="font-family: 'courier new'">-- I'm not sure how much impact this would have. The DM would have to buy the module, see which one of the players had a loved one, and bump the NPC off. Alternately, the DM would have to turn to a player and say "you have a beloved cousin, but now he's dead."</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* make important/powerful friends</span></p><p><span style="font-family: 'courier new'">* get captured/ escape</span></p><p><span style="font-family: 'courier new'">* protect a cute (or annoying) kid/ sidekick/ princess/ monster/ bard.</span></p><p><span style="font-family: 'courier new'"> -- OK these three could work. Watch it on the "get captured" one though. All you need is a sorceror with <em>teleport</em> and the Eschew Materials feat and you have to do some heavy re-writing.</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* save the world</span></p><p> <span style="font-family: 'courier new'">-- could work. Especially if the threat was from an extra-planer source. But the "dungeon" would be the githyanki astral fortress or whatever. Still a dungeon crawl.</span></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'">* visit home after becoming famous</span></p><p> <span style="font-family: 'courier new'">-- again, not in a canned module. Where is home? </span></p><p><span style="font-family: 'courier new'"></span> </p><p></p><p>... again, I like the ideas. I just wouldn't know how to package them up and put them in a 32 page book that people would want to use in their games.</p></blockquote><p></p>
[QUOTE="BiggusGeekus@Work, post: 1053101, member: 7828"] I'm going to have to come down on Psion's side. I [i]like[/i] Ragnar's ideas, but how to incorporate them? Playing devil's advocate.... [FONT=courier new] * play important roles in a major war --- what war? Do I have to introduce a war into the campaign now? * get caught up in court intrigue --- that's a lot of NPCs I'll have to build or fit into my game all of the sudden * 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 --- I'd argue that these three are essentially the same as a dungeon crawl. They do not effect The Kingdom in set-up or during play. The consquences will be big, sure. But in essence, there isn't any metagame difference between the elemental plane of fire and the caves of chaos from [i]Keep on the Borderlands[/i]. * uncover a plot by an evil cult * have a recurring villian -- things that I'll have to put in my game, where were these guys for the last 10 levels? * get betrayed * get framed/ go outlaw/ clear their names -- OK now these two could concievably be put in a canned module * face their pasts -- but this one sure couldn't * rescue a princess -- another NPC that the module writer would either have to hope is already in the DMs game or have suddenly appear out of nowhere. * avenge the death of a loved one -- I'm not sure how much impact this would have. The DM would have to buy the module, see which one of the players had a loved one, and bump the NPC off. Alternately, the DM would have to turn to a player and say "you have a beloved cousin, but now he's dead." * make important/powerful friends * get captured/ escape * protect a cute (or annoying) kid/ sidekick/ princess/ monster/ bard. -- OK these three could work. Watch it on the "get captured" one though. All you need is a sorceror with [i]teleport[/i] and the Eschew Materials feat and you have to do some heavy re-writing. * save the world -- could work. Especially if the threat was from an extra-planer source. But the "dungeon" would be the githyanki astral fortress or whatever. Still a dungeon crawl. * visit home after becoming famous -- again, not in a canned module. Where is home? [/FONT] ... again, I like the ideas. I just wouldn't know how to package them up and put them in a 32 page book that people would want to use in their games. [/QUOTE]
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