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ckissee Underboss
 1428 Posts



 KD :)
 | | 12/06/2006 2:23 PM |
| I am curious to know what people like to see in a published adventure module:
1) What makes a module enjoyable for you? (To play in and/or run) 2) How long should a module be? (in game terms) 3) What features would be absolutely necessary in order for you to purchase a module?
Let the conversation begin!
| | KD Minister of Economy, Organizer of The Maxminis Red Paper Clip Project Champion of: Aspect of Blibdoolpoolp Miniatures Lists "I *am* a third-party company." Tangent Games - Designer of Bankruptcy: The Card Game | |
| Wraithborne Commander
 3435 Posts



 West Virginia
 | | 12/06/2006 2:58 PM |
| 1) Most important for me is the overall concept. The basic premise of some modules is enough to make me cringe. It needs to have an Idea that will grab hold of the Players and not let go. Something that makes them want to do what needs done, not feel like they have to. To me this overall vibe is more important than the nit-picky details, which are much easier to change. Aslo, flexibility is key. I take a non-linear, fly-by-the-seat-of-your-pants approach to running games, as I have to be ready for the unpredictability of my players. A module can never prepare for everything, but some off the beaten path ideas are nice.
2) We tend towards about 10 hour sessions and for me, a stand alone module should take no more than 2. This doesn't apply to campaign length modules, but I would like to see the epic length modules broken up into smaller, bite-sized chuncks, a-la the Monstrous Arcana series from 2e. It just seems like a 128 page module is never gonna end, while 2x 32 pages with a 64 page finale(or any similar type of breaking up of the Monster sized book)makes for a much easier time of it for myself.
3) With everything I just said, I'm a sucker. I'll prolly buy it even if it stinks. If I had my druthers: Great, compelling plot. A few smaller modules tied together instead of a Super Book. ALL maps as inserts. No flipping from map page to description page again and again... Flexible, open plot that allows for lots of PC craziness. Action packed(note: not necessarily combat packed).
And, of course, Minis maps!!!! | | Hey Woman, Hey Woman!! Listen here. Since your ol' man ain't got no heart, maybe you'd like to see a real man. I bet you stay up late every night dreamin' you had a real man, don't ya'? I tell you what, bring your pretty little self over to my apartment tonight and I'll show you a real man!
Ghouls: 1 Player Characters: 0 | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 12/06/2006 6:53 PM |
| Since I haven't judged a campaign in awhile other than LG, I can only really answer point 1).
What makes a good module is one that doesn't railroad the players. If it allows them to feel like they are mking the choices and can run with it if they want, even if it is only an illusion, then it's the beginning of a good mod. ANother aspect I like are those that give moral choices, where there really is no right or wrong, but the PCs have to make a hard decision that they know is not ideal or works for everyone. As A DM, a good module gives the framework for maybe 80% of the things that PCs do. PCs smoke crack and come up with things no one would predict, but if there is enough information so that I can make good roleplaying decisions for NPCs or their reactions, then I'm really happy. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
| Skyscraper Sergeant
 659 Posts



 Montreal
 | | 12/07/2006 8:32 AM |
| 1) What makes a module enjoyable for you? (To play in and/or run)
No railroading. An open setting that provides the agenda for the different NPCs (allies, neutrals and foes alike), and let the PCs loose in that. Put some clues that lie here and there, but let the PCs find or miss them. Many ways of getting from point A to point B is the best, if specific points A and B even exist.
Also, a good plot is important. Some background is required, with a history of the area where the adventure is taking place, and how the NPCs fit in there. Sometimes, one-liners are sufficient, sometimes more detail is required, depending on the NPC or locale.
Then, attention to detail where required. The main NPCs should be detailed, the main plot archs, the main locales. Everything has to be neatly tied.
Finally, no avalanche of weird monsters and creatures. I like the classic races: dragons, demons, giants, orcs, and so on. Sure, the occasional aberration is cool, but if you only get weird stuff, i find that weird isn't weird anymore. You expect the unexpected, as opposed to adventures where the norm is, say, human, orc, elf and halfling, so when you see ogres, you're wary and impressed. Well, maybe not for ogres, but you get my point 
2) How long should a module be? (in game terms)
I don't mind, really. I guess some short ones and some long ones will make a good variety. I like the format of the Shackled City AP which comprises 13 modules linked together in one mega-campaign book (although it could benefit from a detachable monster/NPC booklet).
3) What features would be absolutely necessary in order for you to purchase a module?
It has to be enjoyable. Thus, revert to point (1) 
Sky | | The wise man doubts often. The ignorant, sometimes. The fool, never. | |
| Zoons Underboss
 1028 Posts




 | | 12/07/2006 8:53 AM |
| | I'd have to agree that the author's idea of a place in everybody's world is better than the author's world entirely. It makes it hard for the DM to convey setting and the player's role in it.
Standard Faerun, unique city or circumstances, is easier to engross into the story. Some things need to be basic.
Other than that, I'd say Plot, NPC/Monster perspective for the DM, and clarity make a good module. Well written shouldn't lead to plot flaws or contradicitons for the PCs. | | Never teach a pig to sing. It's a waste of time and it annoys the pig.
Champion of the Blink Dog. | |
| ckissee Underboss
 1428 Posts



 KD :)
 | | IanB Commander
 3112 Posts




 | | 12/07/2006 2:36 PM |
| | I'd really like it if the NPCs didn't have stupid names, but I'm overlooking that for Shackled City at the moment. | | Anson on WotC boards | |
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