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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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<blockquote data-quote="cptg1481" data-source="post: 1025767" data-attributes="member: 5360"><p><strong>Mee TOO</strong></p><p></p><p></p><p></p><p></p><p>While I see absolutely nothing wrong with using "modules" (or whatever they are now) off the shelf if that's what one is into I say that I'm with JD and BC on this one. I am a D20 module "hoe" (no not that kind, the kind one uses to break up the crust of the earth when planting seeds). I buy tons of them, and read them all (being partially retired due to military mishap helps me with time) but rarely do I ever run one. I take parts of them and play them very, very, modified, (mostly unrecognisable in fact) but I find that I have to tweek them so much I might as well have written the thing from scratch. </p><p></p><p>Speaking of "written" this is a relative term...being an infantryman in the army didn't exactly enhance my wwweak typing skills if you know what I mean. Like JD I only have outlines and ideas on a few (like 2-3 per session) pieces of paper of where I think the PCs will go and what I think they will do. I do this for exactly the same reason JD mentioned....I am so adverse to railriading my players that I don't even comit much beyond the next session to paper...and that in pencil. I make complete stat blocks and in deapth tactics for NPC's. However, the plot is a series of bullet comments on scratch paper. I usually rollover about 40-50% of what I write as is. I guess I'm eother not good at predicting what my PC's will do or more likely, (I love my players BTW...very smart and savy) they are just too good at probelm solving. </p><p></p><p>OT...I recently quit a game in which the plot and story continued on course regardless of what actions (or inactions), we PC's took and without regard to our successes and failures. </p><p></p><p>Also, like BC (BTW, BC I stole your Valley of the Goblins Idea, I've not used it yet but it was too good to pass up - the one with the map Map through unknown areas to a temple) I ran one adventure out of a Dungeon the one with the city of Dockalong and the Harppy problem and found that I felt bad....like I was cheating my players somehow when I forgot something. When I "write" a module it's mine there are no right or wrong answers...only changes...and those in response to players actions like fluid scenarios are supposed to be. </p><p></p><p>For suggestions....</p><p></p><p>Witchfire 1-3 Awsome</p><p>Freeport (any) Awsome</p><p></p><p>EDITED TO ADD THIS: One of my personal fave's is Scarred Lands "Warrens of the Ratmen" (Vigil Watch) published by SSS (Sword and Sorcery Studios).</p><p></p><p>It is about..well, ratmen. While it is a campign specific module it could with minor teeking (like changing some of the names of local cities and personalities) of the hooks it will easily fit into any swampy area in almost any world. The one downside is all the "death of the titans" stuff, which explains how the ratmen came to be and where the different types get their diferent powers. This will take some re-hashing and editing. </p><p></p><p>OH yea, AND TO CORRECT MY MANY SPELIENG EERORS....</p><p></p><p></p><p>Aw hell, what they said.</p></blockquote><p></p>
[QUOTE="cptg1481, post: 1025767, member: 5360"] [b]Mee TOO[/b] While I see absolutely nothing wrong with using "modules" (or whatever they are now) off the shelf if that's what one is into I say that I'm with JD and BC on this one. I am a D20 module "hoe" (no not that kind, the kind one uses to break up the crust of the earth when planting seeds). I buy tons of them, and read them all (being partially retired due to military mishap helps me with time) but rarely do I ever run one. I take parts of them and play them very, very, modified, (mostly unrecognisable in fact) but I find that I have to tweek them so much I might as well have written the thing from scratch. Speaking of "written" this is a relative term...being an infantryman in the army didn't exactly enhance my wwweak typing skills if you know what I mean. Like JD I only have outlines and ideas on a few (like 2-3 per session) pieces of paper of where I think the PCs will go and what I think they will do. I do this for exactly the same reason JD mentioned....I am so adverse to railriading my players that I don't even comit much beyond the next session to paper...and that in pencil. I make complete stat blocks and in deapth tactics for NPC's. However, the plot is a series of bullet comments on scratch paper. I usually rollover about 40-50% of what I write as is. I guess I'm eother not good at predicting what my PC's will do or more likely, (I love my players BTW...very smart and savy) they are just too good at probelm solving. OT...I recently quit a game in which the plot and story continued on course regardless of what actions (or inactions), we PC's took and without regard to our successes and failures. Also, like BC (BTW, BC I stole your Valley of the Goblins Idea, I've not used it yet but it was too good to pass up - the one with the map Map through unknown areas to a temple) I ran one adventure out of a Dungeon the one with the city of Dockalong and the Harppy problem and found that I felt bad....like I was cheating my players somehow when I forgot something. When I "write" a module it's mine there are no right or wrong answers...only changes...and those in response to players actions like fluid scenarios are supposed to be. For suggestions.... Witchfire 1-3 Awsome Freeport (any) Awsome EDITED TO ADD THIS: One of my personal fave's is Scarred Lands "Warrens of the Ratmen" (Vigil Watch) published by SSS (Sword and Sorcery Studios). It is about..well, ratmen. While it is a campign specific module it could with minor teeking (like changing some of the names of local cities and personalities) of the hooks it will easily fit into any swampy area in almost any world. The one downside is all the "death of the titans" stuff, which explains how the ratmen came to be and where the different types get their diferent powers. This will take some re-hashing and editing. OH yea, AND TO CORRECT MY MANY SPELIENG EERORS.... Aw hell, what they said. [/QUOTE]
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