Would you buy a super module for levels 1-20??

Would you buy a well written super module boxed set? See first post for details.

  • No. I would not be interested.

    Votes: 39 17.6%
  • No. I would never buy a boxed set. Maybe if it were a hardback.

    Votes: 7 3.2%
  • Yes. I'd be willing to shell out $40 for two years of adventure in a box.

    Votes: 91 41.2%
  • Yes. I'd be willing to shell out $50 for two years of adventure in a box.

    Votes: 55 24.9%
  • Yes. I'd be willing to shell out $60 for two years of adventure in a box.

    Votes: 36 16.3%
  • Yes. I'd be willing to shell out more than $65 for two years of adventure in a box.

    Votes: 26 11.8%

  • Poll closed .

Ashrem Bayle

Explorer
What I'm talking about is a true super module boxed set.

Contents:
Dungeon Master's Adventure Book
Illustration Book
Cardboard Mini's for all encounters
Poster Maps on a 1" grid for all major locations
Maybe some more little goodies

The adventure would be generic enough to use in any world and take the players from level 1 all the way to level 20.
 
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Maybe, but it would really depend heavily on the product. I think it would be tough to do, so unless it was excellent I'd probable stay away from it.
 

I said no. Although I'm wiling to buy smaller adventures, I generally don't have much fun running them, and my players don't have much fun playing in them; I generally use them to fill in for when I'm suffering from DM burnout, getting stuck in a rut. A mega-adventure like this wouldn't serve me well for this purpose.

Furthermore, my gaming group's playstyle can change, and I'd be afraid that a mega-adventure like this would lock us into one type of story for too long. Even if it didn't (e.g., if levels 7-9 emphasize city intrigue, whereas levels 10-12 consist mainly of extraplanar exploration), the variation in play-style in the adventure is unlikely to match up with our preferred variation in playstyles (e.g., around levels 7-9, my players might be much more interested in some hack-and-slash since we're playing right after finals, whereas around level 10, they might be wanting to explore some of the familial storylines they've begun to build up).

Daniel
 

I would almost never run it as published, but if it came with lots of kewl stuff like counters and poster maps and illos, I'd consider it.
 

1) It would have to be well done.

2) Please make the carboard minis standups ala carboard heroes

3) If your doing a box, which it looks like you are, it would be very nice to have removable stat-block sheet. This is one big drawback with RttToEE, the statblocks are all in the back and the small margins make it impossible to photocopy them for use at the game table. If you are really interested in making the adventure DM friendly by adding stuff like this I would suggest you go over to Monte's boards http://www.montecook.com/ and go to the RttToEE board. Take a look at the different handouts that DMs have made and wish they had. Shoot a web enhancement(or cd in the box) with _editable_ files of the statblocks would go a long way.
 

It would be hard to judge the book by it's cover. I think almost every adventure needs some tweaking, so it should be very comprehensive to every type of party and how they would interact to get through the adventures. I say yes, but it should include it's own world settings and details down to the streets in a ton of cities through the world for you as well as have multiple endings to each adventure, just for such circumstances as the villian that was supposed to escape via teleport doesn't. And it needs to be cheap if it's every going to sell to more than 10 DMs in every city.
 

Yes I would spend $60 or more if the product was very well done and NOT A DUNGEON CRAWL. I would not purchase it right away and would wait for many reviews. I would then visit the companies message boards and read about issues the DMs and Players were having with the module.

I personally would expect a lot of tweaking for an adventure this size, if they did not allow side adventures and non linear plot, it would be one long railroading experience. But that has its up side, we could all sing I've been workin on the railroad all the live long day, I've been workin on the railroal...
 

KnowTheToe said:
I personally would expect a lot of tweaking for an adventure this size[/I]

While I said I would pay a good amount for a product- this part alarms me. Currently I butcher published adventures for my own style.

The banewarrens, which is pretty large, became a headache to tear apart and put back together.

The more I think about it- the more hesitant I would be about getting it.

The idea that it could be generic enough to fit in any world and be so encompassing- well, that strikes me as impossible.

SD
 

The pricing is very difficult, and like the chap before me said, the price depends on how well done the module is and as long as it "IS NOT A DUNGEON CRAWL." Anyone can slop together an "adventure to undermountain floors 192-240." One long dungeon crawl doesn't do it for anyone, well at least anyone I know. Monte Cook (gods be praised he continues to create modules) has done some of the best things I've ever seen in the way of mega adventures. Banewarrens, even though only 4 levels of play, is long, long, good entertainment. I would have paid triple for that, knowing what was in it. Dead Gods, a planescape super adventure (which can be linked with Tales from the Infinite Stairwcase and the Great Mordrin March) is probably the best set of modules I have ever read, hands down. The versitility and lack of dungeon crawl makes me salvate. Anyway, my two cents.
~~Brandon
 

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