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Why don't you buy modules?
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<blockquote data-quote="TheAuldGrump" data-source="post: 1357208" data-attributes="member: 6957"><p>Hmmm, in all the time 3.x has been out I have bought a total of six modules.</p><p></p><p>Three were because I wanted to know more about the world. (Witchfire Trilogy)</p><p></p><p>One was because it was free with a purchase. This one - <em>Edge of Dreams</em> - was so well written that I bought two others from the same publisher. (Monkey God Enterprises.) It was well laid out, with the starting reactions for NPCs to the players, original enough that I wouldn't have thought of it myself, and most imprtantly it had a sense of mystery all too often missing from prewritten adventures.</p><p></p><p><em>All the King's Men</em> was the second purchase from Monkey God, and it will shortly have the distinction of being the only 3e adventure that I have run twice. Again, a sense of mystery, and in this case humor, makes it stand out from the crowd. I was saddened when Monkey God made the announcement that they were no lomger going to produce adventure modules, I have been very satisfied with the ones that I have purchased from them.</p><p></p><p>So, what do I find most important in modules? Detail and flavour for a prewritten world. An original concept. And mystery, in my experience the hardest form of adventure to write. A good layout is key, clear maps and plot points are critical. A nonlinear nature that doesn't try to railroad the PCs. (Something that I hate as a player and a DM both, its just a lazy way to handle things.)</p><p></p><p>Of secondary importance is portability, the Monkey God adventures I can port around, but Witchfire is most firmly rooted in the Iron Kingdoms and does a decent job of showcasing the setting.</p><p></p><p>Things that bring an adventure down are poor maps and unclear descriptions and plot points. (Witchfire has rather poor maps, I had to go through and redraft most of the settings. I mean come on! A gatehouse with no gates?) Railroading the characters, with no provision for them not to follow the plot in a linear fashion. (Again a sticking point with Witchfire.) And ideas that have been done to death. (kick open door, check. Kill monster, check, find treasure, check. Okey dokey, next room...)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 1357208, member: 6957"] Hmmm, in all the time 3.x has been out I have bought a total of six modules. Three were because I wanted to know more about the world. (Witchfire Trilogy) One was because it was free with a purchase. This one - [i]Edge of Dreams[/i] - was so well written that I bought two others from the same publisher. (Monkey God Enterprises.) It was well laid out, with the starting reactions for NPCs to the players, original enough that I wouldn't have thought of it myself, and most imprtantly it had a sense of mystery all too often missing from prewritten adventures. [i]All the King's Men[/i] was the second purchase from Monkey God, and it will shortly have the distinction of being the only 3e adventure that I have run twice. Again, a sense of mystery, and in this case humor, makes it stand out from the crowd. I was saddened when Monkey God made the announcement that they were no lomger going to produce adventure modules, I have been very satisfied with the ones that I have purchased from them. So, what do I find most important in modules? Detail and flavour for a prewritten world. An original concept. And mystery, in my experience the hardest form of adventure to write. A good layout is key, clear maps and plot points are critical. A nonlinear nature that doesn't try to railroad the PCs. (Something that I hate as a player and a DM both, its just a lazy way to handle things.) Of secondary importance is portability, the Monkey God adventures I can port around, but Witchfire is most firmly rooted in the Iron Kingdoms and does a decent job of showcasing the setting. Things that bring an adventure down are poor maps and unclear descriptions and plot points. (Witchfire has rather poor maps, I had to go through and redraft most of the settings. I mean come on! A gatehouse with no gates?) Railroading the characters, with no provision for them not to follow the plot in a linear fashion. (Again a sticking point with Witchfire.) And ideas that have been done to death. (kick open door, check. Kill monster, check, find treasure, check. Okey dokey, next room...) The Auld Grump [/QUOTE]
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