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WotC Is Designing Adventures With Shorter Content Chunks
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<blockquote data-quote="Hussar" data-source="post: 8352581" data-attributes="member: 22779"><p>I think the advantage of "Modular modules" can't be stressed enough. There's no reason that you can't mix and match adventures that way. Slot in a couple of Ghosts of Saltmarsh adventures into your Rime of the Frostmaiden adventure and maybe toss in a Giants one as well. Candlekeep adventures can be tossed into virtually any campaign. </p><p></p><p>Makes the modules very repayable and reusable. Plus, you can shore up the weaker elements of one module with the stronger elements of another. </p><p></p><p>Like someone said upthread, very similar to how Dungeon magazine was used in the past. </p><p></p><p>Another point too is that DM's Guild adventures become a lot easier to slot into AP's as well. There's a whole series of Bookend Adventures, for example, for Candlekeep where you start the DM's Guild adventure which leads into the Candlekeep Adventure, and, once you're finished the Candlekeep adventure, you go back to the DM's guild adventure to wrap up. I.E. it "bookends" the Candlekeep adventure. I ran the first one as part of the first Candlekeep adventure - Joys of Extradimensional Spaces - and my players really liked it. Curse of Beregost is the name IIRC. Fantastic intro adventure that really brings the whole JOES to life.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8352581, member: 22779"] I think the advantage of "Modular modules" can't be stressed enough. There's no reason that you can't mix and match adventures that way. Slot in a couple of Ghosts of Saltmarsh adventures into your Rime of the Frostmaiden adventure and maybe toss in a Giants one as well. Candlekeep adventures can be tossed into virtually any campaign. Makes the modules very repayable and reusable. Plus, you can shore up the weaker elements of one module with the stronger elements of another. Like someone said upthread, very similar to how Dungeon magazine was used in the past. Another point too is that DM's Guild adventures become a lot easier to slot into AP's as well. There's a whole series of Bookend Adventures, for example, for Candlekeep where you start the DM's Guild adventure which leads into the Candlekeep Adventure, and, once you're finished the Candlekeep adventure, you go back to the DM's guild adventure to wrap up. I.E. it "bookends" the Candlekeep adventure. I ran the first one as part of the first Candlekeep adventure - Joys of Extradimensional Spaces - and my players really liked it. Curse of Beregost is the name IIRC. Fantastic intro adventure that really brings the whole JOES to life. [/QUOTE]
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