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Why are modules no longer popular
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<blockquote data-quote="MarauderX" data-source="post: 702307" data-attributes="member: 9990"><p>I think the modules have to change back into an epic storyline that can get the characters involved, and it has to be easily adaptable to home-brew worlds for DMs. Adding new critters and spells are a must too, as well as a PrC or two, and doing so by incorporating them into a new world of your own works wonders on saving time. Modules usually provide a good start to any campaign that will last a while, and it can set the tone and motives of the towns, NPCs and goals very well. Also they tend to be very well thought out and reviewed, edited, tested, etc. before going out the door so you know it has to be balanced and interesting. They have to also give contingency settings for good and evil PCs and have give some hints to incorporate into a fear or humor setting to fit in the world in your campaign. I will continue to rely on them when I start a new campaign up to help out most of these things. But what they haven't been doing is helping out with town settings... who are the aristocrats? Where is the sheriff who would normally handle the situation? What will the clergy(s) do to help or heal the PCs? It's details like this that need a bit more fleshing out to me, and although the PCs might not care about all the details, the politics in the town need to make sense with one another.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 702307, member: 9990"] I think the modules have to change back into an epic storyline that can get the characters involved, and it has to be easily adaptable to home-brew worlds for DMs. Adding new critters and spells are a must too, as well as a PrC or two, and doing so by incorporating them into a new world of your own works wonders on saving time. Modules usually provide a good start to any campaign that will last a while, and it can set the tone and motives of the towns, NPCs and goals very well. Also they tend to be very well thought out and reviewed, edited, tested, etc. before going out the door so you know it has to be balanced and interesting. They have to also give contingency settings for good and evil PCs and have give some hints to incorporate into a fear or humor setting to fit in the world in your campaign. I will continue to rely on them when I start a new campaign up to help out most of these things. But what they haven't been doing is helping out with town settings... who are the aristocrats? Where is the sheriff who would normally handle the situation? What will the clergy(s) do to help or heal the PCs? It's details like this that need a bit more fleshing out to me, and although the PCs might not care about all the details, the politics in the town need to make sense with one another. [/QUOTE]
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