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 .
Well, I don't buy adventures, so I voted No just on that alone.

However, if it was cheap enough and included enough additional material (variant rules, new spells, Feats, items, etc.), I might be tempted, but it would have to be pretty gosh darn good stuff.
 

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I voted yes, at the lowest price listed. After all, I payed 40 bucks for the Forgotten Realms book... and I think this might be a good angle for designers to take when designing a campaign setting. An entire set devoted to taking characters from 1st to 20th level...you could do a truly epic storyline (not in the Epic Level with a capital E sense, but you know). The designers create a whole campaign setting based around one epic quest. It could work.
 

Super-Module level 1 to 20

If Someone was putting together a super-module that was supposed to take the party from level 1 to 20, I would imagine that this is an epic story (Lord of the Rings) or something like that.

So, I think it would be hard to do as a stand alone (non-world specific adventure). In order to interest the players, I think it would have to be world specific.

Tom
 

Just a "me to" about this, but NO MEGA DUNGEON CRAWLS!!!!!

We kinda have enough of them out there already, so something that only has the occasional small dungeon mixed with a healthy dose of city and wilderness adventure (heck, even a planar trip at high levels is good) would be great. Maybe something with a slightly greater focus than most 3e modules on skills like diplomacy and bluff.

Oh, and one other big complaint I have about mega-modules is that they seem to leave very little in the way of down-time. Kinda makes item creation feats, spell research etc etc impossible when the party is convinced that any delay could mean the end of the world as they know it. So allowances for reasonable amounts of down-time would be great.
 

I think such an adventure would be almost impossible to do, simply because by about lvl 5 the characters would already have done all sorts of things, developed in all sorts of ways, and developed all sorts of interests that would screw with the set-out plot line. A mega-module would probably just be too rigid for such a massive timescale, even as flexible a one as could be made.
 

i said no.

But thats because i personally don't like boxes/books with adventures..

I like to improvise, because i just don't remember everything. And all the adventure falls apart :). As a DM i like to use my creativity/acting (just like players), if i had a bought adventure, most stuff would be set already, it wouldn't be the same...

I just wouldn't buy it, but others may enjoy it :)

R.
 

Actually, if it is expensive enough it only needs to sell to 10 DMs in each city to make the same profit as a book that sells to 40+ people in each city.

Anyhow, I voted yes. $65+ is fine. Of course, with the caveat that it is well done. If it were simply to be a 300 page dungeon crawl with little rhyme or reason and no continuing motivation for the PCs once they are underground then I wouldn't go near it. But if it were a matrix of mini-adventures that were connected by a variety of plots and events so that the players are not railroaded, but the motivations and goals are still clear, then I would probably go out of my way to pick it up.

Of course, the more stuff that is included the more I would be willing to pay. Counters are fine, but I've got lots of minis so they aren't really essential. Player handouts are more important to me. Not just pictures but background information on the region/city/location is something that I really like -- information that is designed with the player in mind, so it hints at the secrets but doesn't give them away, while immersing the player in the millieu. Players' maps, keyed for commonly known information not for encounters. If a PC is from the area, they'll know where the Baron's castle is without asking -- having a map with the baron's casle clearly labled will remind them that they know this and that the castle is right next to the graveyard where the noises have been heard. I don't have to lead them by the nose as much by pointing these sorts of relationships out when they have their own detailed map.

A detailed timeline would be good. 20 levels is going to take more than a few months of game time, so the world is going to change. Having a list of these changes with the "modules" or "scenarios" explicitly altered based on how early or late the PCs get to that section would be fabulous. e.g. the Sorceror Henchman is level 7 (insert statblock), level 8 after 13 June, 1287CE (insert statblock), level 9 after 2nd February 1289CE (insert statblock), etc. Make the adventure dynamic so if the PCs decide to take 6 months off to craft magic items around level 12 then it is going to have some effect on what happens afterwards.

Tiles? If they are throwing in counters as value added material and the price is already through the roof give me 1-inch gridded floorplans of some of the larger or key rooms or locales so I don't have to take 5 minutes before the encounter begins to describe the room and draw it on the plexiglass . If there were one or two locations per level (i.e. around 30 locations) it would be great. These don't have to be colour, but if it fits the economics I won't complain.

Don't make it too generic. It doesn't have to fit into my homebrewed campaign. The box takes the players through 20 levels so it is a self contained campaign. If I wanted to run my homebrewed campaign I wouldn't be running this box so make it unique and interesting. Now here's the Tall Order: don't make it too unique either. It has to be generic enough that it will sustain my players' (and my) interest once the novelty wears off. I don't want a two year campaign where there are no elves and dwarves, only humans and gnomes (for example).

Just my two cents. I'm sure we all have our own wishlist, but if the quality were high then I would be willing to pay quite a bit for something like this. (But give me some warning so I can save up my disposable income.)

Cheers
 

I'd buy it. I was a big fan of the Warhammers Enemy Within campaign, so if it was done with the same quality, why not.

I wouldn't want any counters or big-scale maps though; no use for those.
 


It wouldn't be a super-module at all.

Modules, after all, are designed to "fit in" to an ongoing campaign.

Essentially, an adventure spanning levels 1-20 would be a campaign!

Even with the Night Below, which brought character from 1st to around 14th level, it still needed side adventures between the major storylines.

I don't know if I'd buy it. It'd have to be really good. All the ideas and storylines within would have to be different rather than rehashing of old themes and plots...and better than anything I could come with.
 

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