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
Why are modules no longer popular
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="Celebrim" data-source="post: 702920" data-attributes="member: 4937"><p>nikolai: I too mourn the loss of the great 32, 48, and 64 page adventures. I do think that while it may not be all that profitable, good modules represent to me the pinacle of gaming craftsmanship in its written form. Good modules sell a setting for me. I don't care how detailed your world book is, or how original your world is, if you can't demonstrate a good module for the setting then it isn't a setting worth playing. </p><p></p><p>One problem is there seems to be very very little agreement over what constitutes a well written module. For instance, Rapan Athuk gets alot of praise, but I honestly feel that any decent and motivated DM can turn out a Rapan Athuk quality module EVERY MONTH from here to the end of eternity. There is nothing at all compelling or inspiring to me about Rapan Athuk - though I suppose it may fall into such a category for you if you've never seen a large lethal dungeon before.</p><p></p><p>Anytime we have a poll on what are the finest modules of all time, we get all manner of opinions. Some look at B2 as the finest module ever written. Others find it among the worst. Some look at S1 as among the finest modules ever written. Some find it the worst.</p><p></p><p> For my part, I judge a module based on how difficult I would find it to produce an original equivalent of such a module, or, equivalently, how 'mature' I was before I was able to write a module of the same quality. I feel I was able to produce B2 quality modules as early as age 12. I was rewritting the module to a higher standard by age 15. On the other hand, I think I would only with some difficulty produce a module like S1 even today. Any number of B2 like modules have come and gone, but as a reading of RttToH reveals, even a top designer has a hard time creating new challenges of the same type and quality as the original S1. RttToH relied much more heavily on combat challenges and unavoidable obstacles than S1 ever did, which is not a knock against RttToH because it is itself an original and well done module that continues to inspire ideas, but it does point just how remarkable and unique design S1 is.</p><p></p><p>Of course, part of that may be DM perspective vs. player perspective. Just because I find the design mature and sophisticated, doesn't mean it makes a better gaming experience. S1 and B2 both offer unique challenges when trying to run them 'well', but B2 (or at least B2 like) Orc-N-Pie modules are probably alot more intuitive gaming experiences for most gamers.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 702920, member: 4937"] nikolai: I too mourn the loss of the great 32, 48, and 64 page adventures. I do think that while it may not be all that profitable, good modules represent to me the pinacle of gaming craftsmanship in its written form. Good modules sell a setting for me. I don't care how detailed your world book is, or how original your world is, if you can't demonstrate a good module for the setting then it isn't a setting worth playing. One problem is there seems to be very very little agreement over what constitutes a well written module. For instance, Rapan Athuk gets alot of praise, but I honestly feel that any decent and motivated DM can turn out a Rapan Athuk quality module EVERY MONTH from here to the end of eternity. There is nothing at all compelling or inspiring to me about Rapan Athuk - though I suppose it may fall into such a category for you if you've never seen a large lethal dungeon before. Anytime we have a poll on what are the finest modules of all time, we get all manner of opinions. Some look at B2 as the finest module ever written. Others find it among the worst. Some look at S1 as among the finest modules ever written. Some find it the worst. For my part, I judge a module based on how difficult I would find it to produce an original equivalent of such a module, or, equivalently, how 'mature' I was before I was able to write a module of the same quality. I feel I was able to produce B2 quality modules as early as age 12. I was rewritting the module to a higher standard by age 15. On the other hand, I think I would only with some difficulty produce a module like S1 even today. Any number of B2 like modules have come and gone, but as a reading of RttToH reveals, even a top designer has a hard time creating new challenges of the same type and quality as the original S1. RttToH relied much more heavily on combat challenges and unavoidable obstacles than S1 ever did, which is not a knock against RttToH because it is itself an original and well done module that continues to inspire ideas, but it does point just how remarkable and unique design S1 is. Of course, part of that may be DM perspective vs. player perspective. Just because I find the design mature and sophisticated, doesn't mean it makes a better gaming experience. S1 and B2 both offer unique challenges when trying to run them 'well', but B2 (or at least B2 like) Orc-N-Pie modules are probably alot more intuitive gaming experiences for most gamers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why are modules no longer popular
Top