Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What's wrong with current high-level mega-modules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Treebore" data-source="post: 1056607" data-attributes="member: 10177"><p>I think Patrick may have hit the nail on the head. Maybe what you want is in actuality a campaign world. If so I hear Midnight and Oathbound are pretty good. </p><p></p><p>Mega-modules are not meant to be an all-encompassing campaign. They are meant to be the "center-piece" of it, but not a completely spelled out step-by-step road map of a campaign. </p><p></p><p>The DM needs to decide where it is in the world, what powers of the campaign world know of it and are involved in it. These are things no module writer can integrate into it. They give you a box of information and ideas. You decide how to open that box and spread it around within your campaign world. You decide on who knows what and why. This is how you make a module part of "your" campaign world. To expect it to automatically fit and work within your campaign world is unrealistic. The DM has to make that happen.</p><p></p><p>If you think that you are being ripped off then show us how to do it. Write one up and submit it to Necromancer. If you can write one as good as you claim it should be, Necromancer will be happy to publish it. Go ask them, I am sure they will tell you the same thing.</p><p></p><p>Otherwise, figure out how to do your part as the DM and flesh out the module to work as a center piece of a campaign. Any version of the Temple of Elemental Evil ran strictly as the campaign would bore me to tears. Any module ran like that would have the same effect on me. I have always accepted it as my responsibility to take a module and make it come alive. I guess that is why I have heard so many people complain about modules that I ran, complaining how those modules sucked. My players loved every single one. So did I, because of how we brought it to life.</p><p></p><p>Any module run "as is" is doomed to mediocrity at best. Except for the Grey Citadel. That one can be run as is. It is alive in and of itself, but not for a whole campaign. Just for the adventure spelled out within its pages.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1056607, member: 10177"] I think Patrick may have hit the nail on the head. Maybe what you want is in actuality a campaign world. If so I hear Midnight and Oathbound are pretty good. Mega-modules are not meant to be an all-encompassing campaign. They are meant to be the "center-piece" of it, but not a completely spelled out step-by-step road map of a campaign. The DM needs to decide where it is in the world, what powers of the campaign world know of it and are involved in it. These are things no module writer can integrate into it. They give you a box of information and ideas. You decide how to open that box and spread it around within your campaign world. You decide on who knows what and why. This is how you make a module part of "your" campaign world. To expect it to automatically fit and work within your campaign world is unrealistic. The DM has to make that happen. If you think that you are being ripped off then show us how to do it. Write one up and submit it to Necromancer. If you can write one as good as you claim it should be, Necromancer will be happy to publish it. Go ask them, I am sure they will tell you the same thing. Otherwise, figure out how to do your part as the DM and flesh out the module to work as a center piece of a campaign. Any version of the Temple of Elemental Evil ran strictly as the campaign would bore me to tears. Any module ran like that would have the same effect on me. I have always accepted it as my responsibility to take a module and make it come alive. I guess that is why I have heard so many people complain about modules that I ran, complaining how those modules sucked. My players loved every single one. So did I, because of how we brought it to life. Any module run "as is" is doomed to mediocrity at best. Except for the Grey Citadel. That one can be run as is. It is alive in and of itself, but not for a whole campaign. Just for the adventure spelled out within its pages. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's wrong with current high-level mega-modules
Top