Modules: Ya or Na ?
#1
Posted 20 May 2004 - 07:39 AM
However, this is my first shot at being a DM, at times I've considered putting my ideas on hold and running a modual instead (to 'get the hang of it'). I probably won't do this, cause I really want to see how the pcs react to the adventures and story I've created. Some of the ideas I'm implementing are ideas I've had for quite a while.
I'm aware some people don't like moduals, and others do.
Ya or Na, and why?
Also, if you like moduals, how often do you use them vs. your own story/plot?
And which moduals would you recomend?
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#2
Posted 20 May 2004 - 07:50 AM
I am the Apocalypse of the World, the end to its order, the beginning of chaos. The Anathema of Sanity. In me shall you find what cannot be explained. The Fires of Chaos can melt the sturdiest steel. And I shall descend from the skies in Mighty Flames to bring chaos to the order. Hinder not my path, and accept the truth behind the deception.
Vae Victus!
*********
Woe to the Conquered!!
*********
Alfred Lord Tennyson (18091892)
That a lie which is half a truth is ever the blackest of lies;
That a lie which is all a lie may be met and fought with outright;
But a lie which is part a truth is a harder matter to fight.
The Grandmother. Stanza 8.
*********
My Baby, the BATTLEDOME!!
Visit my MUD Clan website: The Forsaken
#3
Posted 20 May 2004 - 09:16 AM
Definitely own ideas.
Because this is the beauty of DnD (or in a general concept, FRP). No other game type lets its players free and unlimited like this game.
I have been playing with three newbies and we're taking turns on DMing. That's why we are using mods now, to get a hang of it. I DMed the first short, short module just to show them how it is done. Once we all DM (there's only one guy left who hasn't), we will begin using our own campaigns.
Nothing, *nothing* takes place of an original (or inspired) "own" adventure.
-acXth-
The ALLCALMA* Act
1. No more posts in Word Games.
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
Everyday is December 18th to me.
#4
Posted 20 May 2004 - 09:39 AM
#5
Posted 20 May 2004 - 11:46 AM
You can combine modules into your own world. Just have the module part of a specific area, or triggered through events.
Modules can be used well to fill in blanks, or start something up when play has slowed.
Modified modules are best, Especially if you have other GM or players that have seen/used the modules.
Running your own world can be overwhelming at first. I think a common mistake is to try to develope too much at once. Also most GM's (it seems) always have some large scale conflict occuring like a war which can be hell to track. I like Phrophetic type campaigns or questing scenarios the best myself.
#6
Posted 20 May 2004 - 04:29 PM
When 3E first came out, I found a company that was publishing a sort of mini-module... a tall, thin booklet, that sold for about $2.50. I picked up a handful of them and some of them have served very nicely in this fashion.
"Be wary of dragons, for thou art crunchy and taste good with ketchup."
#7
Posted 20 May 2004 - 09:10 PM
First off, most modules rely more on the hack & slash / dice elements of the game. Although this will help you get used to the rules better, it quickly 'dumbs down' the role-playing aspect of the game. It trains both the GM and the player to play hack & slash style games.
Secondly, since you will have the module right in front of you, you will get distracted. A nice, published piece of work related to D&D is an automatic hook for a GM's eyes. You will also be tempted to follow the order of the adventure as outlined in the module, which can be very ill indeed.
Thirdly, even if your entire campaign world isn't developed yet, you only need to develop it a little at a time. Just enough for your current adventure. Then, when you plan your next adventure, you just need to expand on what you have. Since everything flows from the one source, everything is interconnected and generally makes sense. After 20-30 sessions, you'll have a great deal of info on your campaign world, including NPCs, Caves, Dungeons, Lost Ruins, Cities, etc. Not all campaigns worlds need to be constructed from the top-down, you can start with a little bit and expand as necessary.
Fourthly, by running your own campaign world, you'll know everything that's going on in your world. If someone asks the question of an NPC and you have to make something up quick, just jot down a note and you can easily add it to your world in progress.
Fifthly, since you will be running it in your world without the crutch/anchor of the module, you will have greater opportunity to encourage proper ROLE-play. I believe Yorick has begun to snag my old argument on role-play vs roll-play, so there really isn't much need for me to repeat it here.
Sixthly, as you go about the creation of your campaign world you'll be able to inform all of us as to how things are going. About your new gods, your countries or whatever. I suggest doing this by making your own webpage. I know I greatly enjoy reading up on different campaign worlds and borrowing a few small things here and there for my own monstrosity (which used to be online until I decided to go for a more professional-style author's site).
Well, I think six points is enough for now. If I get bored later, maybe I'll post some more.
Blessings!
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#8
Posted 20 May 2004 - 09:16 PM
SchizofranicDM, on May 19 2004, 11:50 PM, said:
Stole the words right out of my mouth.
#9
Posted 21 May 2004 - 02:44 AM
So for a few people, when the DM is a player I think Mods work great.
#10
Posted 21 May 2004 - 05:51 PM
The idea is to use modules as "islands" in your campaign. You as the GM will have an idea of what direction the campaign is going and what background things are happening in the world around the party. Modules allow you to toss in something that might help out the campaign (or might just be a side-trek) without a ton of work.
For instance, our group is just starting the Sunless Citadel. However, it fits into our campaign in a very different way than the one suggested in the module. Currently our dwarven fighter has finally returned to his homeland in honor with the crown jewels we discovered in the long lost dwarven kingdom of his ancestors. However, the dwarven nation is about to begin a civil war, and rival clans are not happy at his return or the prestige his clan has just gained. The Drunken Blades (our party) have learned that a rival clan is attempting to recover an artifact from the forge of uncle Rocky's great-great grandfather from an ancient dwarven city, and it is our mission to regain it before they do. We'll use the basic details from the module, but change it to fit our situation and talents.
The module itself as written may be hack-and-slashy, but that really doesn't matter because we add the roleplay details in ourselves from our character's personalities and histories and interactions. In our main campaign, which has been going on for over 7 years (on and off), we've gone through many prepackaged adventures as well as some original stuff and some seat-of-the-pants DMing. When combined, our campaign doesn't look anything cookie-cutter or boring hack-and-slash.
Now of course when I finally start DMing my world I'll probably think differently, because I've yet to find a module that fits into my campaign world's rather specific needs.
"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
---------------------------------------------------------
Method Actor 100%; Butt-Kicker 75%; Storyteller 58%; Tactician 58%; Power Gamer 33%; Specialist 25%; Casual Gamer 25%
---------------------------------------------------------

My Facebook Page
My DM Notes Blog
My Character Journals
#11
Posted 21 May 2004 - 07:55 PM
Now there are expection and pros and cons as with everything DND.
For example you a using premade modes in a premade world say Dragonlance. if none of you player have read much on dragonlance it can be a new and wonderful experance for them as well as you. But if they are great fans of drgonlance the probly have there own Ideas of how it should which can lead to problems
Also with using mods if they are old time player they may have read a few and can already know what is suposed to happen.
Get an idea of what your players like by finding out what they read watch on tv and movies. If you are having trouble creting you own adventures modify existing mods to you world or use them as a guide to biuld your own.
If you some the older mods that new players aren't aware of can be great fun to but remember they will have to adapted to the current rules
#12
Posted 21 May 2004 - 07:58 PM
Quote
Been waiting about five years and counting now, Lady o....
"Be wary of dragons, for thou art crunchy and taste good with ketchup."

Sign In
Register
Help


MultiQuote