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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why D&D is slowly cutting its own throat.
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="Janx" data-source="post: 2264089" data-attributes="member: 8835"><p>Well this topic is breaking down. I concur with the market. If modules made money, there would be more modules. There were a bunch of modules, they didn't make much money. The cost of making modules may have gone up.</p><p></p><p>Now for the point about fluff writing, cheetos, and half-arsed DMs. For a real example, consider this: I can write 3 pages of text in about 2 hours. I can write "fluff" and do so in the form of a website and newspaper for my campaign world. For my adventures in my homebrew campaign (aka, D&D rules, my world, my map, my adventures), I support Mona's statement, what I write for a homebrew adventure is minimal. </p><p></p><p>Here's a dump of the last adventure I ran (not claiming to have a good or pretty adventure, I suspect other DMs are equally sparse):</p><p></p><p>15th Adventure</p><p>“Darkness Crossing”</p><p>03/26/05</p><p></p><p>Extra Print-Outs needed:</p><p>5x Currents of Tarai</p><p>2x Combat Maneuvers</p><p></p><p></p><p>Tool URLs:</p><p>Combat Conditions: <a href="http://www.d20srd.org/srd/conditionSummary.htm" target="_blank">http://www.d20srd.org/srd/conditionSummary.htm</a></p><p>D20 SRD: <a href="http://www.d20srd.org/index.htm" target="_blank">http://www.d20srd.org/index.htm</a></p><p></p><p>Players:</p><p>Lt. Commander Jean Pierre Latour – paladin – Paul</p><p>Lt. Viktor Sluchesk – fighter – Greg</p><p>? – ? – Jeff</p><p>Lt. Commander Darwin DeWare – rogue – Ned</p><p>Marie Giavani - wizard - Nicole</p><p></p><p>Darwin DeWare is captain of the Maiden’s Spear</p><p></p><p>Fosian and Sindael have been reassigned</p><p></p><p></p><p></p><p>The Game:</p><p></p><p>Current Date: Wenan 30th, 1366</p><p>Location: Island of Karnos, at the port city of Koumos</p><p>Ship: Maiden’s Spear</p><p></p><p>The dreams continue. Each night. The flames. The screams. The last act. The light. Yet the answer to Jean Pierre’s question eludes him. Was it the hand of Verun, reaching down to spare him? A visit to the temple of Verun puts it into perspective. The answer will tend to itself. Jean Pierre remains. He has his duty. He will hold the line. When the answers come, everything will change.</p><p></p><p>Viktor trains his marines. They are like iron. The Maiden’s Spear is the anvil, and he is the anvil. When the time comes, they will be ready.</p><p></p><p>Darwin asks Marie to investigate his sword’s background and powers. She tells him it will take some time. While he is waiting, he teaches his Amber and her mother Shelby some swordplay. This inspires Darwin to go to Ritali and enter the Fencing Trials. He is easily granted leave by Arama, aside from running a simple delivery errand to Coran. At the trials, competition is fierce. Things were going well, until he sprained his ankle when Sharina Adar, one of the skilled competitors, slipped on a wet stair while going to the arena, and Darwin caught her, albeit they both tumbled to the bottom. Darwin’s injury immediately removed him from the competition. Sharina felt so bad, she dropped out from the competition. While Darwin recuperated and skulked, she stopped by Darwin’s room and brought him food. They became close, though her duties in the Explorer Corps soon called her away. Darwin and Sharina keep in touch at infrequent visits, where their paths crossed.</p><p></p><p></p><p>Marie studies the spell book that was recovered from the rogue wizard. It contains mostly summoning spells. Marie manages to learn a few of the spells, that are within her reach. In addition, Darwin asked her to research his sword. The sword’s stony, wet surface is intriguing. While her own research tells little of the sword, she does get one lead. There is a reclusive wizard with some background in magical blades. Haraka.</p><p></p><p></p><p>Assuming the party goes to see Haraka:</p><p></p><p>It takes some time before the Maiden’s Spear gets orders that take Darwin to the vicinity of Haraka. An island. A man. Apparently, no man is an island, unless he has an ego the size of one. The journey there is uneventful. The island draws near. The shore is rocky and jagged, like black blades. The dock is crewed by heavily scarred workers. It is unclear what species they are.</p><p></p><p>The tower of Haraka stabs into the sky like a wound. The top is flat, with 6 sharp points rising up above it. The walls of the tower appear to have a black scaly texture, though the scales appear elongated. An ominous feeling cuts into you, making you uneasy.</p><p></p><p>The interior walls appear to be made of sword blades, laid together, overlapping.</p><p></p><p>There are several large brutish creatures about the area (ogres). The skin is brownish and is covered with the same cuts and scars.</p><p><a href="http://www.d20srd.org/srd/monsters/ogre.htm" target="_blank">http://www.d20srd.org/srd/monsters/ogre.htm</a></p><p></p><p></p><p>Haraka stands 10 feet tall. His bluish grey skin contrasts coldly with his open black robe. Beneath it glints the black chain armor he wears. A red silk belt crosses his midsection. He wears a greatsword at his side casually, as if it were not there.</p><p></p><p>Haraka (Lawful Evil Ogre mage)</p><p><a href="http://www.d20srd.org/srd/monsters/ogreMage.htm" target="_blank">http://www.d20srd.org/srd/monsters/ogreMage.htm</a></p><p></p><p>Gear:</p><p>art</p><p> bizarre idol, made of serpentine (960.4 gp)</p><p> carved harp of darkwood, with jet inlay and ruby gems (1,055.4 gp)</p><p> silver chalice with eye agate gems (55.6 gp)</p><p>coin</p><p> 102,622 copper coins (1,026.22 gp)</p><p>potion</p><p> potion of blur (300 gp)</p><p> green-colored</p><p> sweet odor/taste</p><p> watery, cloudy appearance</p><p>ring</p><p> ring of swimming (2,300 gp)</p><p>weapon</p><p> greatsword +2 (8,350 gp)</p><p>-------------------</p><p>Total Value: 14,047.62 gp</p><p></p><p></p><p>Haraka welcomes the party and invites them to dinner to explain their visit. He insists on standing on ceremony. He is rather polite.</p><p></p><p>A mist rolls in around the island.</p><p></p><p>Haraka insists they stay the night, for their safety. Wait until morning, when the mist clears.</p><p></p><p>Things about the Darwin’s Blade:</p><p>Zha’Delkar (End of Darkness)</p><p>Protection from Fire (at 7th level, -5 damage from fire attacks)</p><p>Increases in Plus (per four levels, round down, minimum +1)</p><p></p><p></p><p>Haraka will tell Darwin about his blade, if the party agrees to run an errand for him</p><p></p><p>There is a tar pit on a nearby island. Haraka needs a gallon of it for his work. Naturally, it will be dangerous. Haraka has no boats of his own, he has supplies brought in twice a year. The tar pit should be inside a cave.</p><p></p><p>The Island of the Tar:</p><p></p><p>The beach is sandy, allowing you to take a launch out to the island. The rest of the beach is rocky and mountainous, and nearly as inhospitable as Haraka. Hopefully, this place is merely an extinct volcano.</p><p></p><p>An ettin is walking the sandy beach</p><p><a href="http://www.d20srd.org/srd/monsters/ettin.htm" target="_blank">http://www.d20srd.org/srd/monsters/ettin.htm</a></p><p>XP: 2242</p><p></p><p>A quick recon along the beach, reveals there is a cave opening in the side of the mountainside.</p><p></p><p>The tunnel twists and winds for quite a way into the mountainside. It’s grows dark quickly, as the bends of the tunnel prevent the light from the entrance from reaching you.</p><p></p><p>(assume they light a torch)</p><p></p><p>The tunnel opens up to a large chamber. There floor is flooded with water, but there is a tunnel exit on the far side of the chamber, though it sits closer to the left. The ground slopes downward, toward the center of the chamber. It is slick and uneven. The chamber is roughly oval shaped and is 60’ by 50’ across.</p><p></p><p>DC12 reflex save to avoid slipping every 40 feet</p><p></p><p></p><p>Watching the party is an aboleth</p><p><a href="http://www.d20srd.org/srd/monsters/aboleth.htm" target="_blank">http://www.d20srd.org/srd/monsters/aboleth.htm</a></p><p>XP: 3051</p><p></p><p></p><p>The tunnel goes on farther, though it seems to be climbing up now.</p><p></p><p>A choker tries to grab one of the PCs when they pass</p><p><a href="http://www.d20srd.org/srd/monsters/choker.htm" target="_blank">http://www.d20srd.org/srd/monsters/choker.htm</a></p><p>XP: 249</p><p></p><p>After walking for a long time, you finally begin to see light ahead.</p><p></p><p>The tunnel opens up, into what must be the bowl of the volcano. You can see the rim soar above you at least a hundred feet. The bowl itself is two hundred feet across, and you’ve come out a rubble strewn crack near the side. In the center sits a black pool.</p><p></p><p>When the party fills their container, the pool starts bubbling. They broke the surface tension, which was holding back the trapped gasses, and now a cascade event is occurring.</p><p></p><p>The tar starts bubbling and the smell of sulfur fills the air. Soon a rumbling sound begins. The air is getting hot and it is hard to breathe.</p><p></p><p>If the party tries to climb up, the tar pit catches fire, causing more smoke and breathing difficulty. -4 to climb checks. After awhile, the center falls in, and a jet of lava shoots straight up, and sprays the rim side near by. The tunnel is still safe (unconnected from the main lava tube).</p><p></p><p></p><p>There's some fluff in there. There's very little flow control. It's mainly notes to myself on parts I'll need as the PCs get there. Not enough for a publishable adventure, and I certainly predicted where the PCs (people that I know personally) would go. For a real adventure, it'd border on railroading. I simply avoided writing material for stuff I didn't think they'd do.</p><p></p><p>In conclusion, writing an adventure takes fluff and crunch. Not rules, but well thought out pacing and options. I've seen the polls on EN World that reflect that most DMs make up their own adventures. The result is, modules don't make money.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2264089, member: 8835"] Well this topic is breaking down. I concur with the market. If modules made money, there would be more modules. There were a bunch of modules, they didn't make much money. The cost of making modules may have gone up. Now for the point about fluff writing, cheetos, and half-arsed DMs. For a real example, consider this: I can write 3 pages of text in about 2 hours. I can write "fluff" and do so in the form of a website and newspaper for my campaign world. For my adventures in my homebrew campaign (aka, D&D rules, my world, my map, my adventures), I support Mona's statement, what I write for a homebrew adventure is minimal. Here's a dump of the last adventure I ran (not claiming to have a good or pretty adventure, I suspect other DMs are equally sparse): 15th Adventure “Darkness Crossing” 03/26/05 Extra Print-Outs needed: 5x Currents of Tarai 2x Combat Maneuvers Tool URLs: Combat Conditions: [url]http://www.d20srd.org/srd/conditionSummary.htm[/url] D20 SRD: [url]http://www.d20srd.org/index.htm[/url] Players: Lt. Commander Jean Pierre Latour – paladin – Paul Lt. Viktor Sluchesk – fighter – Greg ? – ? – Jeff Lt. Commander Darwin DeWare – rogue – Ned Marie Giavani - wizard - Nicole Darwin DeWare is captain of the Maiden’s Spear Fosian and Sindael have been reassigned The Game: Current Date: Wenan 30th, 1366 Location: Island of Karnos, at the port city of Koumos Ship: Maiden’s Spear The dreams continue. Each night. The flames. The screams. The last act. The light. Yet the answer to Jean Pierre’s question eludes him. Was it the hand of Verun, reaching down to spare him? A visit to the temple of Verun puts it into perspective. The answer will tend to itself. Jean Pierre remains. He has his duty. He will hold the line. When the answers come, everything will change. Viktor trains his marines. They are like iron. The Maiden’s Spear is the anvil, and he is the anvil. When the time comes, they will be ready. Darwin asks Marie to investigate his sword’s background and powers. She tells him it will take some time. While he is waiting, he teaches his Amber and her mother Shelby some swordplay. This inspires Darwin to go to Ritali and enter the Fencing Trials. He is easily granted leave by Arama, aside from running a simple delivery errand to Coran. At the trials, competition is fierce. Things were going well, until he sprained his ankle when Sharina Adar, one of the skilled competitors, slipped on a wet stair while going to the arena, and Darwin caught her, albeit they both tumbled to the bottom. Darwin’s injury immediately removed him from the competition. Sharina felt so bad, she dropped out from the competition. While Darwin recuperated and skulked, she stopped by Darwin’s room and brought him food. They became close, though her duties in the Explorer Corps soon called her away. Darwin and Sharina keep in touch at infrequent visits, where their paths crossed. Marie studies the spell book that was recovered from the rogue wizard. It contains mostly summoning spells. Marie manages to learn a few of the spells, that are within her reach. In addition, Darwin asked her to research his sword. The sword’s stony, wet surface is intriguing. While her own research tells little of the sword, she does get one lead. There is a reclusive wizard with some background in magical blades. Haraka. Assuming the party goes to see Haraka: It takes some time before the Maiden’s Spear gets orders that take Darwin to the vicinity of Haraka. An island. A man. Apparently, no man is an island, unless he has an ego the size of one. The journey there is uneventful. The island draws near. The shore is rocky and jagged, like black blades. The dock is crewed by heavily scarred workers. It is unclear what species they are. The tower of Haraka stabs into the sky like a wound. The top is flat, with 6 sharp points rising up above it. The walls of the tower appear to have a black scaly texture, though the scales appear elongated. An ominous feeling cuts into you, making you uneasy. The interior walls appear to be made of sword blades, laid together, overlapping. There are several large brutish creatures about the area (ogres). The skin is brownish and is covered with the same cuts and scars. [url]http://www.d20srd.org/srd/monsters/ogre.htm[/url] Haraka stands 10 feet tall. His bluish grey skin contrasts coldly with his open black robe. Beneath it glints the black chain armor he wears. A red silk belt crosses his midsection. He wears a greatsword at his side casually, as if it were not there. Haraka (Lawful Evil Ogre mage) [url]http://www.d20srd.org/srd/monsters/ogreMage.htm[/url] Gear: art bizarre idol, made of serpentine (960.4 gp) carved harp of darkwood, with jet inlay and ruby gems (1,055.4 gp) silver chalice with eye agate gems (55.6 gp) coin 102,622 copper coins (1,026.22 gp) potion potion of blur (300 gp) green-colored sweet odor/taste watery, cloudy appearance ring ring of swimming (2,300 gp) weapon greatsword +2 (8,350 gp) ------------------- Total Value: 14,047.62 gp Haraka welcomes the party and invites them to dinner to explain their visit. He insists on standing on ceremony. He is rather polite. A mist rolls in around the island. Haraka insists they stay the night, for their safety. Wait until morning, when the mist clears. Things about the Darwin’s Blade: Zha’Delkar (End of Darkness) Protection from Fire (at 7th level, -5 damage from fire attacks) Increases in Plus (per four levels, round down, minimum +1) Haraka will tell Darwin about his blade, if the party agrees to run an errand for him There is a tar pit on a nearby island. Haraka needs a gallon of it for his work. Naturally, it will be dangerous. Haraka has no boats of his own, he has supplies brought in twice a year. The tar pit should be inside a cave. The Island of the Tar: The beach is sandy, allowing you to take a launch out to the island. The rest of the beach is rocky and mountainous, and nearly as inhospitable as Haraka. Hopefully, this place is merely an extinct volcano. An ettin is walking the sandy beach [url]http://www.d20srd.org/srd/monsters/ettin.htm[/url] XP: 2242 A quick recon along the beach, reveals there is a cave opening in the side of the mountainside. The tunnel twists and winds for quite a way into the mountainside. It’s grows dark quickly, as the bends of the tunnel prevent the light from the entrance from reaching you. (assume they light a torch) The tunnel opens up to a large chamber. There floor is flooded with water, but there is a tunnel exit on the far side of the chamber, though it sits closer to the left. The ground slopes downward, toward the center of the chamber. It is slick and uneven. The chamber is roughly oval shaped and is 60’ by 50’ across. DC12 reflex save to avoid slipping every 40 feet Watching the party is an aboleth [url]http://www.d20srd.org/srd/monsters/aboleth.htm[/url] XP: 3051 The tunnel goes on farther, though it seems to be climbing up now. A choker tries to grab one of the PCs when they pass [url]http://www.d20srd.org/srd/monsters/choker.htm[/url] XP: 249 After walking for a long time, you finally begin to see light ahead. The tunnel opens up, into what must be the bowl of the volcano. You can see the rim soar above you at least a hundred feet. The bowl itself is two hundred feet across, and you’ve come out a rubble strewn crack near the side. In the center sits a black pool. When the party fills their container, the pool starts bubbling. They broke the surface tension, which was holding back the trapped gasses, and now a cascade event is occurring. The tar starts bubbling and the smell of sulfur fills the air. Soon a rumbling sound begins. The air is getting hot and it is hard to breathe. If the party tries to climb up, the tar pit catches fire, causing more smoke and breathing difficulty. -4 to climb checks. After awhile, the center falls in, and a jet of lava shoots straight up, and sprays the rim side near by. The tunnel is still safe (unconnected from the main lava tube). There's some fluff in there. There's very little flow control. It's mainly notes to myself on parts I'll need as the PCs get there. Not enough for a publishable adventure, and I certainly predicted where the PCs (people that I know personally) would go. For a real adventure, it'd border on railroading. I simply avoided writing material for stuff I didn't think they'd do. In conclusion, writing an adventure takes fluff and crunch. Not rules, but well thought out pacing and options. I've seen the polls on EN World that reflect that most DMs make up their own adventures. The result is, modules don't make money. Janx [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why D&D is slowly cutting its own throat.
Top