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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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Where are you getting your adventures?
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<blockquote data-quote="Sholari" data-source="post: 1026231" data-attributes="member: 6059"><p>I basically use modules to cover my weak areas. Generally, I'm great with integrating story lines, creating unexpected meta plots, and subplots for individual characters. What I generally don't have time for is all the details given that I have a fairly demanding job and other outside interests. Adventures help to cover a lot of the low level detail and good story components. If the group goes off the between path, I have a library of adventures (200+). I pick and chose what will best fit their new direction and make whatever changes are necessary to fit the change in scenery. I'm always on the prowl for modules that I consider to be of quality. </p><p></p><p>For me the definition of quality is as follows...</p><p></p><p>- Good Plot Component: Does the story have interesting plot twists or do you just walk from encounter to encounter killing things? Do players have to think to succeed at the adventure or is it more about having a powerful character to mow through the opposition.</p><p></p><p>- Flavor: Does the module bring the different settings to life? Can I actually imagine the places described or do they sound fairly stereotypical? Are the details and nuances of the adventure unqiue in some way?</p><p></p><p>- Adaptability: How easy is the adventure to integrate into many different campaigns? How much flexibility does the adventure allow me to build it into the current campaign? Would the average adventuring group have good motivation to get involved with the setting?</p><p></p><p>Sources for finding quality modules...</p><p></p><p>- Dungeon magazine (until recently)</p><p>- Carefully picked third edition from a publisher with a good reputation (Green Ronin, Privateer, Malhovic Press, etc.)</p><p>- Old first edition adventures bought off of SVgames, Ebay, or Amazon auctions</p><p></p><p>Most recent campaign series o' modules...</p><p>- Thirds of Purloined Vellum (Dungeon)</p><p>- The Longest Night (Witchfire)</p><p>- Swamp Stomp (Dungeon)</p><p>- Integrated bits from GDQ 1-9 Queen of Spiders (Slavelord's Revenge intro), B4 Veiled Society, Masoleum from Swashbuckling Adventures Hideouts and Strongholds</p><p>- Shadow of the Exile: Act I (Witchfire)</p><p>- C1 Hidden Shrine of Tomoachan</p><p>- Shadow of the Exile: Act III (Witchfire)</p></blockquote><p></p>
[QUOTE="Sholari, post: 1026231, member: 6059"] I basically use modules to cover my weak areas. Generally, I'm great with integrating story lines, creating unexpected meta plots, and subplots for individual characters. What I generally don't have time for is all the details given that I have a fairly demanding job and other outside interests. Adventures help to cover a lot of the low level detail and good story components. If the group goes off the between path, I have a library of adventures (200+). I pick and chose what will best fit their new direction and make whatever changes are necessary to fit the change in scenery. I'm always on the prowl for modules that I consider to be of quality. For me the definition of quality is as follows... - Good Plot Component: Does the story have interesting plot twists or do you just walk from encounter to encounter killing things? Do players have to think to succeed at the adventure or is it more about having a powerful character to mow through the opposition. - Flavor: Does the module bring the different settings to life? Can I actually imagine the places described or do they sound fairly stereotypical? Are the details and nuances of the adventure unqiue in some way? - Adaptability: How easy is the adventure to integrate into many different campaigns? How much flexibility does the adventure allow me to build it into the current campaign? Would the average adventuring group have good motivation to get involved with the setting? Sources for finding quality modules... - Dungeon magazine (until recently) - Carefully picked third edition from a publisher with a good reputation (Green Ronin, Privateer, Malhovic Press, etc.) - Old first edition adventures bought off of SVgames, Ebay, or Amazon auctions Most recent campaign series o' modules... - Thirds of Purloined Vellum (Dungeon) - The Longest Night (Witchfire) - Swamp Stomp (Dungeon) - Integrated bits from GDQ 1-9 Queen of Spiders (Slavelord's Revenge intro), B4 Veiled Society, Masoleum from Swashbuckling Adventures Hideouts and Strongholds - Shadow of the Exile: Act I (Witchfire) - C1 Hidden Shrine of Tomoachan - Shadow of the Exile: Act III (Witchfire) [/QUOTE]
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