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Why do 3e/3.5e modules suck?
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<blockquote data-quote="Treebore" data-source="post: 1476953" data-attributes="member: 10177"><p>Emmerle,</p><p></p><p>I agree that there have been a number of very good adventures in Dungeon over the years, it is why I bought it from issue 11 on until 5 months ago. But I have bought a lot of modules that are just as good and better than anything I have seen in Dungeon. Dungeon cannot do Grey Citadel, Tomb of Abysthor, Rappan Athuk, or Lost City of Barakus. Nor can it do Banewarrens and another bunch of modules I cannot even think of right now.</p><p></p><p>Modules are far more useful to me than sourcebooks. I think another thing module writers should do is try writing one's that use the "oddball" rules, such as underwater, flying, etc... So it can also showcase how little used rules work. Of course the author needs to be right.</p><p></p><p>I would also like to see modules that attempt to write up the background for the "standard PrC's", and integrate that background into the adventure.</p><p></p><p>One module series I think would be great is one centered around the specialist wizards of Thay in FR. The main theme being each module describes one of the specialty schools, with maps, and any associated "standard PrC" that school would use. Give me the major players and some political plot hooks with suggestions to illustrate where the author thinks all of this can go. Then I will do the rest. The geographical and god references can be left vague, as well as feats "unique" to FR (provide suggestions for those using FR), and it will be generic enough for anyone to use in any campain world.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1476953, member: 10177"] Emmerle, I agree that there have been a number of very good adventures in Dungeon over the years, it is why I bought it from issue 11 on until 5 months ago. But I have bought a lot of modules that are just as good and better than anything I have seen in Dungeon. Dungeon cannot do Grey Citadel, Tomb of Abysthor, Rappan Athuk, or Lost City of Barakus. Nor can it do Banewarrens and another bunch of modules I cannot even think of right now. Modules are far more useful to me than sourcebooks. I think another thing module writers should do is try writing one's that use the "oddball" rules, such as underwater, flying, etc... So it can also showcase how little used rules work. Of course the author needs to be right. I would also like to see modules that attempt to write up the background for the "standard PrC's", and integrate that background into the adventure. One module series I think would be great is one centered around the specialist wizards of Thay in FR. The main theme being each module describes one of the specialty schools, with maps, and any associated "standard PrC" that school would use. Give me the major players and some political plot hooks with suggestions to illustrate where the author thinks all of this can go. Then I will do the rest. The geographical and god references can be left vague, as well as feats "unique" to FR (provide suggestions for those using FR), and it will be generic enough for anyone to use in any campain world. [/QUOTE]
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