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Why don't you buy modules?
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<blockquote data-quote="Beholder Bob" data-source="post: 1351784" data-attributes="member: 12866"><p>What I look for:</p><p></p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1351784, member: 12866"] 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. [/QUOTE]
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