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="Shallown" data-source="post: 1057105" data-attributes="member: 1368"><p>You know this discussion has reminded me of what I wanted to do recently but didn't mainly becuase I am a lazy untalented hack but on to th eidea which is, I think, valid and possible. </p><p></p><p>I wanted to design a Mega adventure sort of 1st through 15th or so level based on the campaign I was running. It would be more an outline sort of set up than a lead you by the nose dungeon. This would have basic rules to start the game and a preface for players saying "hey this adventure has a long reaching plot that I want you to follow, Not to be railroaded in but make an effort as a player to have a character interested in taking on a quest" Also like ground rules for the game such as No evil characters, every character has to know at least one or two other characters before the first session, just a way of saying the met or know each others rep whatever. The sort of things that by player/GM agreement focuses and allows the Mega adventure to work.</p><p></p><p>The adventure would have a short/recent history and backgrounds but the details would be up to the GM just the story/plot points would be made. </p><p></p><p>The adventure itself would have the Key note points that would need to be hit then inbetween encounters written up but they would have like have 5-6 encounters written with only 2-3 being needed for advancement or characters(levels) and plot. </p><p></p><p>In the actual campaign that went to 10th level so far only had like 6 dungeon crawls and all those part of the plot and Keynotes of the story. They had a reason to be an ecology of their own. They were also relatively short ebing like 10 rooms or so. Most encounters were for very specific reasons and they would have those reasons written into them as part of the plot even if they have nothing to do with the plot. (such as an undead encounter that was from a haunted village. Had to do with the recent war and where they where at but not directly the plot)</p><p></p><p>It would have all major NPC's written up with personality profiles and motivations created and a time line of what they are doing outside the characters actions and links back to things the characters do that may affect the timelines.</p><p></p><p>Well I have lots of ideas obviously and the only real innovation is I was going to write it up in a conversational style versus a handbook/guide style. Sort of like the old FR Volo's guides but more interesting. A discussion from the book to the GM not an intstruction manual. Advice from one GM to another on not only the actual game but running games in general.</p><p></p><p>Well I have gone on much longer than planned. Ihope this is helpful in showing, I think, There are ways to approach the Mega-Dungeon approach that may be more satisfying.</p><p></p><p>Also as a side note I had lots of inbuilt campaign reason for things that kept the campaign from derailing that controlled divinations and such. Information is the most powerful resource.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1057105, member: 1368"] You know this discussion has reminded me of what I wanted to do recently but didn't mainly becuase I am a lazy untalented hack but on to th eidea which is, I think, valid and possible. I wanted to design a Mega adventure sort of 1st through 15th or so level based on the campaign I was running. It would be more an outline sort of set up than a lead you by the nose dungeon. This would have basic rules to start the game and a preface for players saying "hey this adventure has a long reaching plot that I want you to follow, Not to be railroaded in but make an effort as a player to have a character interested in taking on a quest" Also like ground rules for the game such as No evil characters, every character has to know at least one or two other characters before the first session, just a way of saying the met or know each others rep whatever. The sort of things that by player/GM agreement focuses and allows the Mega adventure to work. The adventure would have a short/recent history and backgrounds but the details would be up to the GM just the story/plot points would be made. The adventure itself would have the Key note points that would need to be hit then inbetween encounters written up but they would have like have 5-6 encounters written with only 2-3 being needed for advancement or characters(levels) and plot. In the actual campaign that went to 10th level so far only had like 6 dungeon crawls and all those part of the plot and Keynotes of the story. They had a reason to be an ecology of their own. They were also relatively short ebing like 10 rooms or so. Most encounters were for very specific reasons and they would have those reasons written into them as part of the plot even if they have nothing to do with the plot. (such as an undead encounter that was from a haunted village. Had to do with the recent war and where they where at but not directly the plot) It would have all major NPC's written up with personality profiles and motivations created and a time line of what they are doing outside the characters actions and links back to things the characters do that may affect the timelines. Well I have lots of ideas obviously and the only real innovation is I was going to write it up in a conversational style versus a handbook/guide style. Sort of like the old FR Volo's guides but more interesting. A discussion from the book to the GM not an intstruction manual. Advice from one GM to another on not only the actual game but running games in general. Well I have gone on much longer than planned. Ihope this is helpful in showing, I think, There are ways to approach the Mega-Dungeon approach that may be more satisfying. Also as a side note I had lots of inbuilt campaign reason for things that kept the campaign from derailing that controlled divinations and such. Information is the most powerful resource. Later [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's wrong with current high-level mega-modules
Top