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Why don't you buy modules?
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<blockquote data-quote="Psion" data-source="post: 1351808" data-attributes="member: 172"><p>I put "buy", but I really don't so much anymore, partly for reasons that might be considered personal.</p><p></p><ul> <li data-xf-list-type="ul">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.)</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Psion, post: 1351808, member: 172"] I put "buy", but I really don't so much anymore, partly for reasons that might be considered personal. [list][*]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. [/list] 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. [/QUOTE]
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