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Hello Everyone!
I have written a module designed to the first installment to a campaign ("Adventure Path"). I want to know if is publish-worthy, and if not, what could be improved to make it so.
It is designed for the Pathfinder rules set, but the universe is not set.
I have made what I feel are numerous changes to the layout and design of most modules. The layout designs, once known, should make subsequent runnings of modules in the same format much easier. The ultimate goal: a module you can open up and prep in 15-20mins without having read the entire module. Thus this module should read more like a script and less like a book.
The other design goal: to be able to run by DMs who have experience playing but no experience DMing, even against seasoned players who tend to make powerful characters.
This first module is combat heavy and is designed to be a hook. A reason for the players to get a bit invested and a reason for the characters to be working together. It is for 2-6 level one characters.

I do not know how many people will respond. Even if I cannot eventually publish for profit I do hope to give something back to the gaming community. I hope to have a few different types of volunteers. I hope to get experienced and inexperienced DMs. I need to get some DMs that read through the whole module first and some that do not. Most of all I need DMs who are willing to take a few notes and give me feedback. Also, I'd be tickled pink if a DM videoed the session so I could not only spot the cracks in my module but see what went over well, not to mentions just watching gamers game!
If you do not like my module- criticize; but please, non-lethal damage.

So I guess message me here, then I'll give you my email and I can send you the PDF.


I was wondering if someone had complied a list of Pathfinder feats by grouping (or category or stacking). For example, all feats that affect charge in one group, or all feats that alter movement in another.

I tried searches, but to no avial (perhaps wrong choice of key words). As a GM I need to make a lot of NPCs and also help new players make their characters. Pouring over the feat tables each time is fine a few times, but after awhile it becomes quite the chore.


I'm very impressed with the way Paizo has been innovated with gaming. I have not investigated the modules however. How do people feel about them? With D&D changing over the years, from 1st, 2nd, 3rd, etc, the modules have kept the same format since the 70's.
I want get some feedback. I wish to undertake writing a module but I'd like to know if there would be any interest. In addition to an entirely new layout the goal of the module would be designed for players with no GM experience to open it up and with very little pre-read preparation run a very smooth game that would be very challenging for experienced players. I've calculated it, and I've ran and played in over a 1000 sessions. Taking the GM reigns is hard and daunting, I want to make a module that takes all that stress and apprehension away. I'm sure there are a lot players who are just like me, we want a good story with some plot surprises but combat that will put our lives in danger as we've made a very powerful character.
I personally think modules should be designed to be played at the spur of the moment, so you can just bust it out when you and your friends are bored. I find modules in general require so much prep work that its faster to just make my own adventure.
I also think modules should make game mastering easier, they should be devoid of moments of the game master looking things up. I want to design a very tight and smooth module.

Is this a poor idea or a good one? If I get significant feedback, I will begin writing and hope to publish via kickstarter by February.

For those of you who agree, what is a gripe you have with regular modules, or things you wish they'd do?