Why don't you buy modules?

Do you like/buy modules?


I buy modules, though not as many as before.
I look for modules that are good values, so I tend more towards soft covers. It's a shame boxed sets are gone, since a lot of adventures could use the easy portability and such.

Most of the modules I buy nowadays are not very good in terms of material though. Either they're too generic, with nothing interesting, or they get too specific, and useless to me with so much tweaking that I may as well have made my own.
I don't like adventures that depend on having certain kinds of nations, or are so thematically different that they're useless to me. But there has to be a catch.

What I'd like in format is nicely drawn maps, pictures of hard to describe stuff (like runes, or statues, or what have you)
I'd like a synopsis of how the adventure is laid out within the first few pages, along with a comprehensive background with whatever I need to know. I'm tired of having to read the module searching to find what happens.
I'd also like relevant monster info with the encounter, not just HP.
 

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What I look for:

1) ease to adapt into an ongoing game. Modules that assume I'm using FR annoy me, I'm not familiar with the references. Same with other regions. At least include a section for 'translation'. Such as: if not using FR, these gods (X,Y,Z) can be replaced with (x,y,z), this region is x, this spell.... Perhaps even highlight campaign materials so I can go through and modify the module ahead of time to make it user friendly.
2) not just a dungeon bash. I want a reason for the beasts to be their. I want a reason for bad guys. Tie it into a generic world, or show how to adapt it. That is to say, a pit with 13 encounters means nothing to me. Give me reason - writing up monsters and treasure is easy, it is storyline, plot, and clever development that make them worth grabbing.
3) as mentioned prior, small level range, not epic games that run from 1st -10th That is a campaign, a different animal all together. If you want that range of levels, publish it as 2-5 smaller modules (I may buy a couple in set if they are good & meet my needs).
4) price is a big concern, so hardbound, glossy, fancy materials do not work for me. I'll buy a pdf and print it out on the cheap before I spend 20 $ on a module. Keep the price of modules 10-12$ & I'll buy them.
5) add downloadable materials related to the module, I may be more inclined to persue it (say, download the wilderness region, city data, etc in nearby area for $1-2, some free material, corrections and suggestions). Being able to take out this material from the print cost should help, and I can choose to increase the amount I spend after the fact, rather then face an ugly price the day I go to buy it. Having some free download & support for the module increases the chance I'll remember the small price PDF and splurg for it if I like the module. Instead of including pre-made PC's (which I never use) have them free for download.
 
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Henry said:
Why? Because I haven't found any modules that make me feel like the old 1st edition and Basic Modules did.

The closest game adventures that hake me feel like I used to are the freebie Savage Worlds Adventures - the style is very reminiscent, and the ideas are of parity with the scope of the first modules.

To get my module dollar again, you have to find a way to package the style and feel of the old D&D games into a module before I buy them. I recognize this is a tall order, and don't expect anyone to succeed. But the money I spend is better used on new sourcebooks and d20 games than on modules.

Henry, have you checked out any of my books? I think they're right up your alley, along with the ones from Necromancer Games and Goodman Games, but in a different way.

I guess you know how much I pitch my books, but I think you should check them out. I'm giving a few away in this thread right here:

http://www.enworld.org/forums/showthread.php?t=76396
 

I put "buy", but I really don't so much anymore, partly for reasons that might be considered personal.

  • I find it harder and harder to fit a module in my game these days. Modules need to be very flexible in their elements to get me to consider them anymore. I think Banewarrens is a good example in some ways... it spells out the attributes of all of the organizations involved in the adventure, the scope of their involvement, and what types of organizations could fill their shoes in a few easy to swallow pages. This makes it very convenient to thread the adventure into your game (despite its girth.)
  • Second, I think modules are getting too big. The megamodule seems to be the big push, but I find that I freqently feel trapped in a module if the play isn't as enticing as I hoped at first. With a short module, this isn't a big problem. But with lengthy modules, this can pan out to be a serious waste.
  • The early mini modules had a few gems, but it seemed like they didn't go to great lengths to be creative or make sure they are using the rules right. And why should they -- the return is small for a potentially big editing task. That being the case, I think really small modules aren't a good idea either.
  • It used to be that the stranger in the tavern hiring the PCs was the cliche. The new cliche that many of the smaller adventures are wearing a new rut for is the "beleagured village you are wandering through with the scourge in the nearby tower." Stop it.
  • Invoking new worlds. This was Monkey God's failing IMO. They included a distinct new world setting in new modules, often with unusual setting rules that were implicit to the setting. I already have a setting; adventures like this are largely useless to anyone who already has chosen or designed a setting.
  • Make important details obvious. This one is a killer for me as a DM. Some adventures have a tendency to embed an important detail in some random paragraph in the middle of the key. Don't do this Succinctly summarize the adventure in a clear manner and spell out what and where all plot coupons/clues/etc. are and what their importance is.

I think that optimally, an adventure module should be around 32-64 pages in length. It should be very modular, allowing you to strip it for parts if needed. It should provide a clear situation summary to ensure the DM is very clear on all important details, And it should facilitate the use of a variety of game worlds by making locations and organizations generic or easily swapped.
 

Necromancer Modules are about the only ones I will buy sight unseen most of the time. Anything done by the headmen and the rest I trust, they get my vote.
 


I buy Dungeon every month, but rarely run the adventures straight up. I pretty much never buy anything else. The longer it is, and most published mods need to be a certain length to attract people, the more trouble it will be to fit into my campaign. Plus I have pretty specific tastes and those are hardish to fill with the published mods.

Regardless, I tend to mess modules up, by forgeting details. Lots of mods are difficult to figure out, and wierd details are hidden in strange places. That is less of a problem when I write it myself.
 

Nightfall said:
Necromancer Modules are about the only ones I will buy sight unseen most of the time. Anything done by the headmen and the rest I trust, they get my vote.

That may be a good topic to cover as well. What companies make modules and are they good? Plus why are they good.

I buy Necromancer, Goodman, and Monte's stuff, plus others. Necro is far and away my favorite. Why? Because their quality is consistant (good to suberb) and to my liking. Like Henry says he wants modules with 1st edition feel, I think Necro does that, but apparently Henry doesn't. I of course wonder why. HAs he not seen Necro's stuff? Or is it just his style and tastes so different then mine that we have a different definition of 1st edition feel?


But due to Necro, fiery Dragon, and soon to be GOODman Games, being forced by the policies of distributors to make larger modules, I see the potential end of the module market. At least published end, pdf may be enough to keep it alive.

Why do i see this as the potential end? Because most gamers don't buy modules to begin with. Those that do, a large number aren't willing to pay $30.00 plus for a book of several modules or one mega adventure. I won't, unless it is also hardback, because if i am going to pay that much for it I want it to last for many years.

I want modules to stick around. The only way I see that happening is if enough gamers go to their LGS and demand more. That in turn will make the distributors "willing" to support the demand, if they see enough money in it for them.

First, we need to know if there is a large enough demand/desire for modules to continue being made. ENworld is still a small part of the over all number of gamers. I figure it is still a good starting place.
 

Frankly, I don't need the help. I have two notebooks full of adventure seeds, NPCs, etc... More than I could ever run for a real party. I've never seen a module that would fit properly into my game without either a ton of alteration of my creatively deviating from the module to follow the character's storylines.


My games are set up like a TV Series. Modules sort of break the Series Bible in all but the three or four line plot seeds I can write myself.
 

I buy them. I like em big.
I am running RttToEE right now and I just bought Black Sails Over Freeport.

I would like to see a module covering 10+ levels for OA.
I would like to see a module covering 10+ levels for M&M.
I would like to see a module covering 10+ levels of Testament.
Oh yeah, I would also like to see a 10+ lvl module for Midnight.
 
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