| Richard Pett Contributor |
I want to add my voice to the Richard Pett love. I can't get enough of his stuff. Start a Richard Pett subscription and I will be the first one signed up!
...what with England giving the aussies a good thrashing, six of the best, trousers down, this is turning into a very fine day thank you Zootcat...damnation that cad Clarke has just hit a century, someone always has to come along and spoil things.
I want to add my voice to anything that doesn't feature Logue, and more Tim Hitchcock and Mike Kortes please:)
Rich
| The 8th Dwarf |
...what with England giving the aussies a good thrashing, six of the best, trousers down, this is turning into a very fine day thank you Zootcat...damnation that cad Clarke has just hit a century, someone always has to come along and spoil things.Rich
Just to make it more of a competition we handicap our selves with Punter as captain. Bring Lilie, AB and Thomo out of retirement I say.
| ShinHakkaider |
Count me in for a super-module type adventure.
There's a reason I still have hardcopies of Temple of Elemental Evil, Scourge of the Slavelords & Queen of Spiders. As well as Return to The Temple of Elemental Evil, Red Hand of Doom, and Banewarrens, Rappan Athuk Reloaded and Worlds Largest Dungeon.
Even though I know you guys have repeatedly said that It would be a bad idea, I would love for you guys to put out a boxed adventure like Rappan Athuk Reloaded (I'm Official Killer DM #0441 by the way...).
| Grimcleaver |
Err...I realize reading back, that I never actually answered your question. Sorry.
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Not a huge deal for me.
Feels like it might be an anticlimax to spend a whole career stopping some world-shaking catastrophe, and then spend the rest of your life foiling similar plots every week. Just seems like too much world-shaking for my taste.
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
Not sure this is a great idea...
While I certainly like lots of plot hooks and loose ends to expand a single module into a whole campaign--the problem with supermodules is that you're taking the main virtue of the modules (they're short and flexible) and turning them into sort of an AP lite. Not sure I dig that too much.
That said, the Pathfinder take on "random encounters" (read: whole other fascinating adventures you stumble across while doing the adventure you're doing) are great and I always appreciate an adventure wrapup section that ties into neat continuing adventures so you can take the themes of the adventure and blow them into something much bigger.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
This is a beautiful idea!
Sort of a "missing years" approach to fill in the ambiguous dead time between AP issues. Like a Fort Rannick adventure. That's just cool. Now you take that idea and give us fresh pregens (especially if they're the NPCs from the AP or fleshed out characters from the region) and you've totally got me hooked. I would buy every one of those sorts of adventures!
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
This is GREAT!
Again, the more spotlight thrown into the unknown corners of Golarion, the better for me. Especially with this, because you get fresh iconics for the area of the world that PCs might meet someday. Reminds me of Laguna and his buddies from Final Fantasy 8. Meeting someone as an NPC that you played once is always a special moment in my group.
Plus this option brings up great stuff! Other planets, other times. Imagine an Osirion campaign in the age of the great Pharoahs of Ascention. Imagine campaigns set on the Red or Green Worlds. This just gets me excited!
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
This feels like a bit of a railroad.
Might work well once or twice for a "Great Race of Yith" style adventure, but isn't really something I think I'd enjoy seeing a lot of.
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
Maybe.
I mean goblins are gold. Maybe a Council of Wyrms type thing could be cool or even...dare I say...an ogrekin campaign? Bleargh! But I can't see this being an idea you could take terribly far before it became horribly gimmicky. That said, it's a fresh idea and I trust you guys.
Which of these ideas are interesting to you? What other suggestions do you have for the line that you think would be cool to play?
Hopefully this is a bit more thorough. Once again though, I gotta' say the modules should be all about exploring other parts of the world--like the beautiful ones done for Osirion, Mwangi, Mendev, and Ustalov. The more of those there are, the better. You pack those with new iconics that hail from the regions where the adventures come and you may even get me to subscribe!
amethal
|
...what with England giving the aussies a good thrashing, six of the best, trousers down, this is turning into a very fine day thank you Zootcat...damnation that cad Clarke has just hit a century, someone always has to come along and spoil things.
Nothing wrong with a plucky little Aussie having a good knock at the home of cricket. Keeps our lads on their toes. I think we can afford to be magnanimous, all things considered. :)
To get back on topic, I'd like a bit more thought given to linking adventures together. Not an adventure arc, or anything like that, but to use River Into Darkness as an example, an adventure that would be a good way of getting the PCs into the Mwangi Expanse, or an adventure set in Bloodcove after the events of River Into Darkness.
The idea is that you don't have to run them in sequence, but you could if you wanted.
| minkscooter |
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
How about you combine the two and let everyone pick a different monster? Maybe stat up about eight different monsters to choose from. I think a menagerie is more interesting than everyone being the same monster, just like I'd rather not have everyone play the same class. The goal would still be to get back to your own body.
| minkscooter |
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Very interested in this.
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
This would be awesome.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
I'd rather that the modules be independent of the APs.
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
The great thing about pre-generated characters is that you can choose to use them or not. I think they're a good use of one page in any module. A long time ago I remember hearing rumors about "tournament modules" where you could score points for good play. I've never played such an adventure, but it seemed like a fun idea. A page or two of tournament scoring would be cool to see at least once. (Maybe you've already done that.)
In general, I prefer that a module be a one-off. If I want to include it in an AP, I can still figure out a way to do that. That's what "module" means to me: modular, self-contained.
A dungeon crawl with traps, puzzles, and magical surprises is always welcome. Something like Ghost Tower of Inverness would be fun. "Through the Looking Glass" would make a nice tribute to Gary Gygax. An aquatic adventure would be cool, maybe with a time limit imposed by the magic that allows the characters to breathe underwater.
And it almost goes without saying: Baba Yaga's Hut.
GeraintElberion
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Zootcat wrote:I want to add my voice to the Richard Pett love. I can't get enough of his stuff. Start a Richard Pett subscription and I will be the first one signed up!...what with England giving the aussies a good thrashing, six of the best, trousers down, this is turning into a very fine day thank you Zootcat...damnation that cad Clarke has just hit a century, someone always has to come along and spoil things.
I want to add my voice to anything that doesn't feature Logue, and more Tim Hitchcock and Mike Kortes please:)
Rich
I want Pett to write an adventure set in a Taldan public school which culminates in a game of cricket against the descendants of exiled criminals.
Pre-gens would include Tom Browne and Flashheart.
GeraintElberion
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* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Yes. I like reading these, I like the alternative perspective on PFRPG.
But no more than one a year.* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
Spread over 2 or 3 books? Not sure.
Tying modules specifically to map pack products would be nice.* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
Historic prequels (Thassilon, pre-Earthfall Golarion, pre-Aroden Golarion...) sounds great, and could be tied to APs.
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
Yes, with NPCs from APs.
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
Nah... this kind of thing requires the hilarious contrasts and ironic juxtapositions that only a GM who knows his group really well could create - I don't think any module could do it justice (fee free to prove me wrong).
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
I like. Centaurs, goblins, constructs, intelligent plants... gargoyles defending their roofspaces could be fun.
Awakened familiars adventuring while their masters sleep could be fun too.I'd also like to see an adventure in which true virtue (not the grubby, mercenary adventurer kind) is rewarded.
hida_jiremi
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I would love to see some high-level modules, and at least one "super-module". I would also love to see some adventures that highlight parts of the setting that we haven't gotten to see yet, like Vudra. Finally, I want more horror-themed adventures (like "Carnival of Tears" and "Hangman's Noose"). I like me some horror. ^_^
Jeremy Puckett
PS: I would like to see an adventure written by me. XD
| Richard Pett Contributor |
Richard Pett wrote:Zootcat wrote:I want to add my voice to the Richard Pett love. I can't get enough of his stuff. Start a Richard Pett subscription and I will be the first one signed up!...what with England giving the aussies a good thrashing, six of the best, trousers down, this is turning into a very fine day thank you Zootcat...damnation that cad Clarke has just hit a century, someone always has to come along and spoil things.
I want to add my voice to anything that doesn't feature Logue, and more Tim Hitchcock and Mike Kortes please:)
Rich
I want Pett to write an adventure set in a Taldan public school which culminates in a game of cricket against the descendants of exiled criminals.
Pre-gens would include Tom Browne and Flashheart.
James knows that any time he wants this adventure, he can have it - providing the British...I mean Taldans win...Huzzah!
Nation that is one up in the ashes out:)
| minkscooter |
Sean K Reynolds wrote:* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")Nah... this kind of thing requires the hilarious contrasts and ironic juxtapositions that only a GM who knows his group really well could create - I don't think any module could do it justice (fee free to prove me wrong).
Sean, please prove him wrong :)
| tbug |
The modules I've mined the most are the three in or close to Varisia (Clash of the Kingslayers, Conquest of Bloodsworn Vale, and Seven Swords of Sin). My players never quite stick to the path in an AP, and anything that lets me use the Paizo version of the parts of the world they're exploring gets referenced extensively.
I'd look seriously at any of the ideas you posted. My hope would be that you would put some of them in places we haven't seen before, some in places that are already in use (the way you did with Varisia--I'd love to see something set in Katapesh City or even Solku), and especially something set in places where future APs will take place.
zylphryx
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Thanks for asking Sean.
I like the ideas you have listed so far. I would like to see more high level modules that could be used post AP for those players who want to boost their PCs all the way to 20th level.
Also, the other planets in the system would be wonderful. Especially if there were multiple means of reaching them (I'm thinking Spelljammer here ... crashing on Eox or Aucturn would put a bit of fear in the bellies of most players).
Settings-wise, I would love to see something delve into sunken Azlant. There are never enough sub-aquatic adventures IMHO.
Finally, I would love to see an installment or two of "side trek" adventures that could be used for quick filler as needed; taking the place of the Set Pieces. With 32 pages, there could be 5 or 6 in one installment.
Additionally, they could either be all for the same level group, or could cover a range of levels (2 low level, 2 mid level, 2 high level).
The target for the "side trek" adventures would be those groups that need that little extra boost before they go into the next installment of an AP or for a group that only has a couple hours during which they can game over one night (due to, say, kids staying up too late or getting caught up in pre-game conversation and losing track of time).
| Gurubabaramalamaswami |
I'd like to see adventures that tie in to the APs after they're run but with new characters. For instance, an adventure that involves the dungeon beneath Sandpoint. The PCs of the RotRL AP have thrashed the top levels but what if something still lurks down there? An adventure for 7th level PCs that have no relation to the Heroes of Sandpoint.
Stuff like that.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Ideas You Listed Which I Find Interesting:
* Larger adventures, like "supermodules" - I really like this idea. I think adventures with great storylines that include time for lots of creative roleplay situations and setup are more difficult to pull off in 32 pages. A 64-page format would give more room to really flesh things out. For instance, a 64-page version of Entombed With The Pharoahs would be even more fantastic...with the opportunity to really develop such a pyramid location into something iconic for Paizo and Golarion. Also, I'd like to see a 64-page adventure string together a story-arc similar to the G1-G3 series or D1-D3 series from the old TSR days...or even duplicate (and even expand on) material about the size of a single issue of a traditional Pathfinder AP. "Burnt Offerings" is a good example of what I think a great super-module could pull off as a standalone "series" bound together in a single 64-page book. I'd buy that in a heartbeat, because it gives me a story that's a little longer than a single, typical 32-page adventure and yet shorter than a campaign-spanning AP. I think these would sell very well. And, as a designer, I think they'd be fun to write, too.
* One-off adventures with pregen PCs specifically tailored to the story - The storyteller and roleplayer in me loves this idea. But these adventures won't appeal to everyone. A lot of players like to create their own characters and take them places, rather than depending on pregens to properly "insert" them into the storyline. I also think you've got to have a really compelling and interesting plot to successfully pull these off. But, given the intricacies of the plots you guys have consistently woven for the APs, I'm confident you can do it...and do it well.
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Ideas You Listed Which I Don't Find As Interesting:
* More high-level adventures - I don't think these hit the "sweet spot" of most gaming tables. Most gamers prefer the low- to mid-level adventures. So, the high-level adventures should be few and far between. Doubly so, considering the APs already have high-level play built into most of them. Now, having said that, I don't disagree that there's currently "too few" high-level adventures in the module line. So, it would be worthwhile to create one or two to shore that up. But don't make too many of them. If you do make some, I agree that tacking them onto APs can be a great tie-in. But you probably need some standalone high-level adventures, too, that don't depend on the storyline (or the PCs) used in an AP.
* Prequels or parallel adventures relating to an AP - I think these could work okay, but only as long as they're designed in such a way that they can serve as standalone adventures in addition to a prequel or bonus adventure for an AP. If it's truly a parallel adventure that just happens to coincide the greater plot of an AP...whereby we can run a different set of PCs through it, whose actions may or may not have bearing on what transpires in the outcome of the official AP...then I think that's a good idea. Popular APs will support parallel adventures better than those that aren't as popular. So, I think you'd need to carefully target which APs you selected for this kind of treatment.
* One-off adventures, tied to your PCs - The example you gave of the soul transportation into possessed bodies doesn't appeal to me. But building a one-off adventure where certain "roles" are designed that help tell a particular story (such as your murder mystery, sailing expedition, etc.) would work much better, as long as it includes recommendations around what kind of PCs would be best-suited for those roles. That way, the players can bring in their own PCs and still feel like the story was perfectly-tailored to fit them...even though it was more loosely designed for just certain roles (e.g., an explorer/Pathfinder, an international spy, a set of competing nobles, members of an underground uprising, etc.).
* More unusual one-off adventures, using unconventional pregens - I think the "everyone plays a goblin" schtick is okay once in a blue moon. And maybe such an adventure would work out fine, considering the popularity of Paizo's iconic goblins. But I think this type of product would be very hit or miss. It could provide a once-in-a-lifetime gaming experience or fall flat on its face. To make this work best, I think you'd be better served to always try and couple it with a particular group of creatures that you want to highlight from products like Dungeon Denizens Revisited and Classic Monsters Revisited where you've reimagined a creature and now you want to give players a chance to try out their new personalities rather than just facing them as new opponents for their traditional PCs to fight.
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New Ideas:
* Off-world adventures - I agree with the previous call for both interplanetary adventures (because I think this is a unique development that you don't see in every fantasy campaign setting) and extraplanar adventures (because I think you need to start highlighting the differences between the Golarion planes in an adventure format and not just products like the APs and The Great Beyond). I also particularly keen on adventures involving the First World. ;-)
* Unique location adventures - Give us some one-shots that focus on locations that will help further define Golarion. The Test of the Starstone is the best example here. You really, really need to do a high-level supermodule for that location, since it already has such a rich history and provides a path for PCs to ascend into divinity. But you could also explore other locations like an undersea Azlant/aboleth adventure. Or an adventure exploring more Thassilonian ruins that fell into the sea. How about an Expedition to the Barrier Peaks adventure involving Numeria? I think that one's overdue now. You guys have hinted at what lies inside the crashed spaceship. Now give us a chance to experience an adventure around it. Lastly, I think the pyramids of Osirion and the siege towers of Absalom offer similar iconic locations for Golarion adventures. Spin something involving one of them in a 64-page supermodule and I think you'd have a winner for sure.
* Low-level starter adventures - I can never get enough of these. They're particularly useful for introducing new gamers to the hobby. They're perfect for kicking off a new home campaign where you plan on adding some of your own stuff to extrapolate from it (as opposed to an AP where everything is laid out already). They're also better for self-contained, easy-to-run one-shot game sessions, either at your home table or for conventions. PFS scenarios help somewhat in this regard, but they all generally share a similar premise...i.e., the Pathfinder Society. I'd like to see some one-shots that don't always hinge on connections to the Pathfinder Society.
* Collection of side-trek adventures - Give us a 64-page book with more versatility than a supermodule. Chop it up into multiple, smaller side-trek adventures and set-pieces. Yes, I said it. The set-pieces were absolutely fine for what they attempted to provide in the AP modules. But instead of having them be dependent upon the AP, bring together the best-of-the-best short adventures (like Dungeon used to provide), and package them in a collection of vignettes. As long as each side-trek adventure packs plenty of awesome!...this type of product should do well. It gives maximum versatility. It gives you shorter, self-contained gaming sessions. It gives you the best "starter" adventure product available. And, it helps you spread out more world-defining opportunties for Golarion, since each adventure can move us around the campaign setting for different perspectives. It's basically an anthology product of 5 to 6 adventures about 10,000 words in size...and maybe a small Bestiary of new monsters tacked onto the back.
But that's just my two-cents,
--Neil
| WelbyBumpus |
One more idea:
How about modules, that let us explore Golarions past. Set in a time long gone, where characters help to found Korvosa, or experience an adventure set at the time, when Thassilon crumbles to dust...or during its height. Such stuff would be nice.
Like the "Blackmoor" of Golarion? Yes, that would be neat.
| Watcher |
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Yes.. but it's noteworthy Sean that I want these more now that PF Core Rules are finished. I didn't trust this level range as much with 3.5, but I'd like to see more of these now that we have a new and better rule set.
* larger adventures, like "supermodules"
Not so much, I see the Adventure Paths themselves filling this role. Also, I'd be concerned about the expense. Consider that any one Chapter of an AP is a pretty good sized module. All that being said, if it was a special 'one-off' like Viperwall or Bab Yaga's Hut and you only did one or two per calender year.. that might be cool. I wouldn't need it such a rare module to be hardback either.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
Out of all of you suggested ideas, this is the one I like the best. :)
I'd be completely cool if it was standalone but parallel. I think it's an awesome idea.
What a great parallel module! You could do a political one like the Last Baron series, or any number of different takes. It wouldn't even necessarily have to be super high level depending on what the actual story is. The point is, it would be a great parallel adventure that deals with the ramifications of an AP.
I'm not as studied in Crimson Throne, Second Darkness, or Legacy, but I'm sure you could find similiar opportunities in the wake of those APs as well. (I'm pretty focused on Runelords till I finish it).
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
Interesting.. I like it better when it is historical in nature, and deals with some important event in the campaign history, and playing the adventure gives the "players" and the GM some insight into the campaign setting that they wouldn't otherwise have.
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
Again.. I'd think it was cooler if the PCs were projected into people who are involved in some famous historical event.. so that the players (and this time the PCs) can walk away have learned something special about the campaign setting.
Auxmaulous
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* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
I like these two the most.
I would also like to see short series of modules outside of an AP which are connected. As in the old A1-A4, G1-G3, T1-T4 series with different threats and enemies and working your way up to the chain to stop them. The APs do NOT follow this structure.
Usually it is A (first mod) is some strange introductory situation which came about incidentally by the one of the core AP antagonist. Somewhere in the AP maybe Module C and D have direct related threats, then the last two may be tied directly to each other and direct action vs the overall threat. Not as much momentum, and thus less desire and motivation to finally kill whatever menace is behind all the headaches the party is suffering.
(Say vs. the battle on the docks at the end of A4 - revenge time)
I understand that the series mods usually have a similar theme (wilderness, etc), but it would be good to see some nice interconnected and scaling dungeoncrawls.
I also like the work done on Falcon's Hollow/Darkmoon Vale. Reading through Crypt of the Everflame game me a very old school feel. Very old style solid dungeon adventuring.
I don't think you guys should be locked in the 32 page model. Paizo's strength lies on it's module creativity. So at this point you have the AP style offering and the rigid 32 page version. Get some 48/64/96 page action going for a little more. You can also make some player guides tied to a stronger but shorter module series (against the slavers player guide, etc) and specific products for the AP such as the flip mats.
DM_aka_Dudemeister
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* more high-level adventures (especially ones you could run after finishing an Adventure Path)
It's a niche that probably needs filling especially since the Adventure Paths end at around levels 12-15. High level adventures take longer to write, and that's why folks need paizo to publish them.
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
You might need to up the page count occasionally, say once a year release a "supermodule" along the lines of "Test of the Starstone" or "Exploring the Red Planet" or something like that. In general it should be a lot more sandboxy than most adventures allowing the PCs and the GM a lot of leeway in how they want to tackle it. A big 96 page adventure, with plenty of room to breathe would be required I think.
Alternatively Big Damn Trilogies might be worth looking into, I'm running the Shards of Eberron Trilogy which we'll be finishing next week, knowing that you'll have completed a campaign within the span of 3 sessions gives a feeling of satisfaction to both players and GM. Especially those that are time pressed.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
That would be pretty good, the old Dungeon Adventure Paths used to have plot hooks for the GM to flesh out at their discretion. These modules could expand the AP so that the PCs could reach a higher level, or gain an interesting insight into the current state of affairs.
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
This one is the idea I'm most keen on, I've never played 2nd Ed, but I bought a 2nd Ed module for the Al'Qadim setting. It's three mini-adventures where the PCs first play the men, then the women and then the children of a tribe of desert nomads who had been captured and sold into slavery. The PCs had to make their escape back to the oasis, I'm currently working on converting it to Pathfinder rules. Tying the PCs tightly to the story makes the players feel vested in it if they're cooperative.
It's also the method I used for the Shards of Eberron Arc that I'm running, I gave the PCs pregens with their own reasons for joining the expedition. It's a great way to teach new players the rules too!
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
Yes please, bizarre one-off adventures are almost like a board game. If you've got a group of friends and you don't have all your players bust out "Goblin Run" or the "Giants Smash City" modules and enjoy a beer and pretzels game that takes the game in an unexpected direction. These bizarre modules would *need* to be marketed differently from regular modules though since adapting them for a regular game wouldn't be so simple. (Although suggesting how the adventure might affect a normal party of adventurers and suggesting how to model a follow up for a regular group might be cool)
Which of these ideas are interesting to you? What other suggestions do you have for the line that you think would be cool to play?
3 Game trilogies that could be run as standalone adventures. Any one of the Shards games could have been run alone with little to no adaptation, I think it's an exciting model that could do a lot for the modules lines.
Aberzombie
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* more high-level adventures (especially ones you could run after finishing an Adventure Path)
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
Which of these ideas are interesting to you? What other suggestions do you have for the line that you think would be cool to play?
Of all the suggestions you gave, these two are my favorite.
Something I was thinking of: Maybe an adventure where the goal is to avoid combat as much as possible. I know that might not go over well with many people, but I think a good writer could definitely pull it off.
Also, how about some underwater based adventures?
| Urizen |
Again.. I'd think it was cooler if the PCs were projected into people who are involved in some famous historical event.. so that the players (and this time the PCs) can walk away have learned something special about the campaign setting.
The first thing that came to mind was to project them just over a century ago right about the time of Aroden's presumed ascension. It would be interesting to see the general build-up and the fall-out afterwards when it was determined he had died and/or the prophecy did not come to pass.
I've always been a fan of apocalyticism / eschatology from its historical perspective and it would have been interesting to see how this all played out .
| cibet44 |
How about an amnesia adventure?
As a player your party starts at a location which can be waking up in a alley in a strange city or below decks on a strange ship, or (for the horror fans) buried alive in a shallow grave. All you know is what you and your party look like and the few mundane possessions you currently have. The party would have to piece together who they are and what happened to them.
The players would start with blank character sheets. In order to fill in the details of the character sheets the players need to spend earned XPs to "buy" anything they want to fill out on their sheets as far as class, levels, skills... Some things could be figured out (like some abilities: "I try to lift heavier and heavier things"). Imagine starting a fight with a pack of wererats in an alley when you have no idea if your are 1st or 10th level?
The DM would have the filled out pre-gen characters and of course the story of what happened to the characters. As the players progress the DM would share information as it was discovered and ultimately, once the characters are fully fleshed out, the party would have to deal with whatever put them in the amnesic state. And they might not like what they learn about themselves...
| Urizen |
How about an amnesia adventure?
As a player your party starts at a location which can be waking up in a alley in a strange city or below decks on a strange ship, or (for the horror fans) buried alive in a shallow grave. All you know is what you and your party look like and the few mundane possessions you currently have. The party would have to piece together who they are and what happened to them.
The DM would have the filled out pre-gen characters and of course the story of what happened to the characters. As the players progress the DM would share information as it was discovered and ultimately, once the characters are fully fleshed out, the party would have to deal with whatever put them in the amnesic state. And they might not like what they learn about themselves...
Ironic that you mentioned this. A campaign that I'm currently putting together to run before the end of the year actually has a character that will follow this archtype. The way I am going to explain it to whomever is choosing to play the PC is to think of it in terms like Jason Bourne from the Bourne trilogy or Guy Pearce's character from Memento. The PC will learn bits and pieces as the campaign moves along and some things may be a boon such as a free feet or at-will ability and other things may be a turn toward an unexpected malevolence...
Krome
|
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
I think this would be an AWESOME idea. There have been many of us asking for an AP for high levels. Perhaps a better idea is for modules instead of full out APs.
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
Sure the current line is 32-pages but no reason super adventures can't be worked in. I would very much enjoy seeing 64-page adventures. The standard 32-page ones just are too short! :) My ALL TIME FAVORITE adventures are Temple of Elemental Evil, Scourge of the Slavelords, Queen of the Demon Web Pits, and Desert of Desolation- all big "supermodules." I'd kind of like to see something like that again, just with the amazing production quality Paizo is known for.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
This is an interesting idea. Not sure I would go for it very often, but on occasion sure, if teh story was strong enough.
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
Seems like an AWFULLY HARD adventure to write. Do it real well and I can see this becoming its own niche. Sometimes it is fun to step out of the norm and do something radical.
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
Sounds a bit hokey, and would need just an amazing story to pull me into it. The one above sounds more interesting.
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
YES! Creature Feature from the 80s! Okay, maybe not to that degree, but this could also be a cool niche product.
Other ideas I would like to see (doubt there is much of a demand for them though)-
Full on story telling, with hardly any combat. Nearly all story driven.
Adventures of exploration- creepy, weird places that make Call of Cthulu look like Disneyland.
Adventures that twist the genre in unexpected ways. What does that mean? Not sure. But straight up pure fantasy is nice. But there is room for some serious HORROR, SUSPENSE, even Steampunk, Super Heroes, Alien abduction, MIBs, Car Wars mixed in that makes you go "WHOA! Didn't see that coming but... COOL!"
| Wolf Munroe |
I'm not really looking for the modules line to become "Super-Adventures" in the vein of Age of Worms or Shackled City. That's what the Adventure Paths are for.
I do like the one high level module that has been released in the modules line, Blood of Dragonscar. I read it and I just think it would be great to play. I wouldn't mind seeing one or two level 15+ modules a year if the modules continue at their present release rate of approximately 6 per year.
The great thing about stand-alone modules or loosely-linked modules is that you don't have to play them all and they're good to integrate into an on-going game, whether an AP you're running or your own sandbox game.
I honestly like the modules as they are now more than I like the Adventure Paths because the modules require less commitment as a GM, player, and consumer. As a consumer, I have to choose to commit to the AP six months at a time. As a purchaser of the modules, I don't feel burdened by a commitment to them.
I am not looking for another series of Super-Adventures in addition to the Adventure Paths. As it stands, my players are STILL playing WotC's 3.5e "Campaign Adventure" Cormyr: The Tearing of the Weave and at our current rate, we might have it finished by Christmas 2009, maybe. (There are still two more linked "super-adventures" following that one.)
What I would like to see are new and exciting dungeons, exciting villains, different kinds of adventures, such as Event-based and Urban adventures like Carnival of Tears and Hangman's Noose. I'd like to see a bit more gothic horror in the modules line. (I'm really looking forward to Carrion Hill and the modules tied to it.) I also wouldn't mind seeing some "survival horror" gaming where things are definitely going badly and it isn't about the PCs winning, but just about them surviving.
With Carrion Hill and its linked adventures in mind, I'd also like to say I like the linked modules that don't necessarily require one another. Such as the ones in Falcon's Hollow: Hollow's Last Hope, Crown of the Kobold King, Revenge of the Kobold King, Carnival of Tears, and Hungry Are the Dead set of modules (I'm not sure where Carnival of Tears falls in that continuity) or Entombed with the Pharoahs and Pact-Stone Pyramid, or even the Last Baron series, I guess. I didn't buy the Last Baron series though, I started getting modules after they were out. I haven't played the LB modules, but something about them turns me off. It may be that they're more linked than the others I've mentioned, or that they give the impression they are. It may also be that there's something I don't like about the covers.
I have no objection to a module or two being produced where you either ARE pre-generated characters in a given scenario or are stuck in the bodies of pre-generated characters and have to solve it. I'd prefer something like that be written so it can be ran either way though as that's more of a one-off novelty module than something I'd like to do regularly. The same goes for modules where the players take on the roles of monsters or creatures of any specific race. It's something that holds a little novelty but I wouldn't want to see it regularly.
I'd like to see the modules line make use of the flip-mats more often. I know Crypt of the Everflame is supposed to use the new Flip-mat Dungeon and Blood of Dragonscar also makes use of one of the existing flip-mats, but I haven't noticed any others employing the flip-mats and I think it's a nice occasional pairing.
So to summarize:
1.) Please, not super-adventure.
2.) 1 or 2 level 15+ modules annually would be good.
3.) Gothic Horror and Survival Horror are good. (Especially with undead and/or fey and/or lycanthropes and/or trolls.)
4.) Loosely linked adventures are good. I prefer they not be listed in a series.
5.) I'd like to see a little more module + flip-mat integration but don't go overboard.
6.) Plot-related pre-gen characters, PCs stuck in plot-related pre-gen bodies, and/or plot-related race choices, whether monster or PC-race, are good for a rare novelty item (one every two or three years?) but I wouldn't want that to be the norm.
Anyway, that's my thought on the subject.
Krome
|
I have been thinking about this last idea for a few days. Since you asked, I'll toss it out, but I doubt it is something Paizo would be interested in.
I have been wanting a adventures written and designed for a GM to run with ONE player. Lots of roleplaying opportunities, and combat can be real and truly nasty, just with more limited opponents or quantity of opponents.
Almost all books you read are about a single protagonist, maybe with a supporting cast. These kinds of stories are what engage us as readers and fans, yet are nearly impossible to tell in a group game.
These would be games that would make some of the less popular classes shine. The Bard would often be a great choice for such a game. Some of the supporting roles of the class would be downplayed, but its versatility would shine in a single player game.
| BenS |
I have been thinking about this last idea for a few days. Since you asked, I'll toss it out, but I doubt it is something Paizo would be interested in.
I have been wanting a adventures written and designed for a GM to run with ONE player. Lots of roleplaying opportunities, and combat can be real and truly nasty, just with more limited opponents or quantity of opponents.
Krome, I think there's a thread in Product Discussion about a collection of 1-on-1 adventures (11?) converted to PFRPG. FYI.
| Eric Tillemans |
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
Those.
Mr Baron
|
Sean & Crew,
Here are my thoughts on this:
1) Modules that are related to the AP's would be very useful. Modules that allow for play after an AP would be great (this idea seems to be a popular one). I would also be a fan of modules that allow for side treks on AP's to mix things up and make the AP feel more like a sandbox. I understand the difficulty to do this, but if you guys could pull it off, that would be awesome.
2) Modules that link together like what Jason is doing with his modules. A 2 or 3 part module series builds more interest than a stand alone module.
3) Off world modules that explore the different planets would be really cool, and this would be perfect for a 2 or 3 part series.
4) Thow in a double sized module every now and then. I am a huge fan of the special edition super sized module. Maybe a once a year double sized special, complete with a fold out map.
5) Dungeon crawl modules. What I mean is dungeon modules that link together to form a mega-dungeon.
6) Darkland modules. I am thinking of a module that loosely fleshes out an area of the darklands and then follow on modules add additional details to the area. For example in the original D series only a portion of the underdark map was detailed out. These empty areas would be perfect for a module to flesh out. My recommendation would be to build them out to be stand alone, but also could be linked together.
7) Modules that support the Chronicles. For example, if a PF Chronicle detailed a specific area, have a module directly link to it and be referenced in both places.
8) Cool dungeon crawls. A good generic dungeon crawl can be used anywhere.
9) Modules that are supported by flip maps. Jason's module was great.
10) Land of the Linnorn Kings modules!
| Mucus von Spidtle |
Thanks again for asking the fans what they want.
In trying to decide what I'd like to see published I thought it best to start with me as the customer:
cash "rich", time poor (working, no kids but never any time)
try to play once a week in the evening for about 3 hours max (7.30 - 10.00 pm), usually tired after the working day, with a group of guys who always seem just as tired (esp the ones with kids)
so with the above in mind, I enjoy:
exotic locales including the planes, and love finding out more about Golarion.
RoleP opportunities to break up combats (and DnD can have a lot of combat) – and when I am DM, having info to support my tired brain on motivation/desires/goals of the NPCs that I can leverage off to perk up my players is a big help.
Some high level adventures would be useful especially now that the classes have a juicy capstone ability waiting to be used.
Playing a monster appeals for a break from “normal” play.
Anything to support DMing the adventure in general appeals.
Don’t enjoy:
long dungeon crawls, we found return to the temple of elemental evil one long combat slugfest, none of our PCs were particularly stealthy or able to interact with the NPCs to avoid combat. Maybe we just didn’t “get it”. The length of an adventure, given our short playing times (and attention span at times) means being stuck in an “endless” dungeon sometimes results in a feeling of “why are we here again?”
Anything that gives the perception of railroading the group. The illusion of choice keeps the brain attentive.
Hope that makes sense.
Cheers
Mark
| Arnwyn |
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
I love the first three - I would be pleased as punch to see any of those, and I would certainly buy them all.
I hate the last three - I would immediately cancel my modules subscription. One-offs that come with assumptions (and don't use one's own created character) are complete deal-breakers.
Contrary to Mr. Baron above, I would not want to see modules that supported the flip maps. If the awful, generic maps/dungeon as seen in Crypt of the Everflame is any indication, I would no longer be able to support such modules. AFAIC (and my players), those maps were both ugly and boring. A deadly (in a bad way) combination.
In the end, as long as the modules are easily adaptable to other settings (just like they are now) and don't come with big assumptions (again, just like they are now), I'm good.
| Polevoi |
What other suggestions do you have for the line that you think would be cool to play?
I already posted this suggestion over in the Beyond the Core Rulebook thread but it may make more sense to post here--
I would love to see an AP sized (or maybe a trilogy of Pathfinder Module sized) adventure(s) for a 2 party group that is designed to serve as a mini campaign covering 2-4 levels or so.
Its getting more and more difficult to get 4 or more players around the table and it seems like an idea like this would be perfect for a lot of GMs out there. You could do one and if it sells well increase them to 2 a year or more.
| Sissyl |
My group is hooked on Logueness. I truly, honestly fear for my safety should they learn that we've run out of Logueness. As we have played, they have grown more and more feral, more twisted, and when they look at me now, I see only perversion, violence and monstrosity. I have yet to put them through the Graul farmhouse... but I am going to run out of Logueness soon, and then I am afraid they'll find some other way of getting their "fix"...
*sniffs and pleads on her knees*
Help me Paizo, you're my only hope!
| Mortagon |
We had a meeting yesterday discussing the role of the Pathfinder Modules line and how we can improve it. We kicked around a few ideas, but we'd like your input as well (especially subscribers and people who would become subscribers if the Modules line gave you more that you were looking for).
FYI, more than half of the existing adventures in the line are for levels 6-12, slightly less than half are for levels 1-5, and only one is for levels 13+.
Sean K Reynolds wrote:
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
I've always liked supermodules so I would probably buy some of these. What if you linked several short adventures into a mini AP or campaign arc?
Sean K Reynolds wrote:
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
I probably would buy these.
Sean K Reynolds wrote:
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
While I personally like one-offs', I don't think this sort of adventure would mesh well with my players as they like to play long Campaigns.
Sean K Reynolds wrote:
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
Could be interesting, depends on how it's done.
Sean K Reynolds wrote:
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
Again, not my groups cup of tea.
Alejo Ezequiel Rodriguez Fratic
|
I am one of those guys, who hasn't subscribed to the module line yet. I will tell you my reasons, perhaps they are even better than the suggestions.
First of all... I don't think that your adventures are not interesting enough. That's not my main reason. On the contrary, content is not the problem, but rather edition...
I am NOT a subscriber BECAUSE:
1) I think the price is too high for what I get (comparing subscriptions: 32-page module for 14$ vs. 96-page AP installment book for 14$). AKA...The adventure/material is too short...
2) Most of the time, there is no tie between modules... (I miss Dungeon Magazine's "Campaign Arcs")
3) I think the line lacks organization... In my opinion, modules should be classified (and sold) as: 1-3 level adventures, 4-7 level adventures, 8-11 level adventures, 12-15 level adventures or 16+ level adventures. AND, just like when Dungeon Mag was published, hard/important-encounters should include a "leveling the encounter" box.
Even so, I would like to point out that I would be very interested in getting modules in the following subjects:
1) Adventure Path CLOSURE modules (AP tied-in modules for high level gameplay)
2) Wacky and encounter-based modules (say: PCs turn into goblins, say: PCs must chit-chat their way through political issues)
3) Urban modules (including new city maps/ Golarion(PF) trivia)
4) Planar modules (some more goodiness using The Great Beyond + the new PF Chronicles devils and demons lines)
Thanks for listening Paizo!
AngrySpirit
|
Sean, taking your words and giving a take on your ideas first. All of these ideas are great, but i am going to play devil's advocate a minute. When I look at the module line, I expect more of a combat, dungeon crawl goodiness feel than that of the adventure path games. Dont get me wrong, I love roleplaying but there are times you just want to roll dice, kill the evil lord and take his stuff. For instance, Seven swords of Sin is more a "Tomb of Horrors" like adventure that would make Mr. Gygax flinch. The game is good but not suitable for campaign play in my opinion. The D0- Loguesque series work great together and I love how they loosely tie into the same location. I personally would like to see more of that style of modules. You could even go so far as grouping a series of modules for use in a particular kingdom to give more color to an area to the campaign book. Anyway, to answer your specific ideas...
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Yes to high level adventures, not so much to attach this to an adventure path line or people will wonder..."why didnt they include this with the adventure path?" Still though, a module on allowing players to take the test of the star stone would be interesting or attempting to close the world wound would be suitable themes for these adventures.
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
No that would be way to much effort for a product I do not think would sell as good. It would be nice. I just dont think it would not appeal to the general audience. Especially in this economy and Paizo would lose money on this.
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
Maybe Not sure if I am understanding the question correctly. If you are saying create a module that can be played optionally before an adventure path starts, that is a good idea and it would allow you to create APs above first level. Optionally, if a module is a stand alone "set piece" and pitched as optional for players who are not quite up to the level of a given adventure path, the GM could run the module to fill in some levels, that would work also. A crossover of AP and module line is good for marketing but you want to make it optional.
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
No I have played in way to many games and I can tell you, most people will not play pregens unless its their last option. The murder mystery concept is a good one though and great concept for a module. I have fond memories of "the assassin's knot".
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
No Interesting Sean, I had a game I ran where the players were drugged and thier souls were transferred to goblins and the goblins souls into the PCs using a rod. The plan was the PCs were going to see a lord after being noticed for their last great deed and to be recognized publicly. The goblins were to attempt to kill the lord in public using the PCs bodies whilst the PCs tried to deal with their new bodies, and learn what happened to them. After the attempt, the soul shifting reversed and the PCs would fight for their freedom. The idea was good, but the players did not like me for it and harrassed me a long time.
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
Maybe Playing monsters makes for interesting play but do not make the mistake I made. See above.
Which of these ideas are interesting to you? What other suggestions do you have for the line that you think would be cool to play?
Lets see... What would make a good idea for a module.. I am going to pull some things out of the campaign setting book.
* A high level adventure using the Azlanti, an underwater module, ancient city with gillmen, stormgiant slaves, weresharks and giant squid. The feeling of atlantis with hook being the adventurers recieving items of waterbreathing from an envoy...
*an adventure using the Kellid or Ulfen, in the style of Beowulf story. Mammoths being ravaged. Ice queens and frozen tundra.
*I really enjoyed the Spire of Nex game at Paizocon and tell Erik he needs to make it a module.
Hope this helps, thanks for asking.
Alejo Ezequiel Rodriguez Fratic
|
Another idea that crossed my mind is adding "DIY" or "How-to" counseling in the last pages. For example:
The module A has a very significant encounter B, which is kinda new and cool. So, in the last pages you have an entry like:
"Creating B encounters"... which gives you hint on how to create an encounter like that one, variations you can try even in the same module, or how to create modules that center around those kinds of encounters, etc.
| Don Tucker |
Which of these ideas are interesting to you? What other suggestions do you have for the line that you think would be cool to play?
* more high-level adventures (especially ones you could run after finishing an Adventure Path)
Adventures on other planes or planets are always lovely.
luciopim
|
I do love the adventures modules, and I hope they dont change very much from their current status. But from time to time, I do like something diferent. Here goes some adventures I would like to see.
1) Evil: I prefer high heroic good adventures, but sometimes my players do ask for a chance to play evil characters.
2) Murder mystery: An one-shoot murder mystery with pre-made characters that are all suspects, and fully integrated to the story.
3) Planetary adventure: Set in one of the planets of golarion universe, with a princess of mars feel. Much like that polyedron setting (I forgot its name).
| Tigger_mk4 |
LIKE /WOULD BUY
*more high-level adventures (**especially** ones you could run after finishing an Adventure Path)
* larger adventures, like "supermodules" (though we aren't sure how we'd fit that into the line, which currently only has 32-page adventures)
* prequels or parallel adventures relating to an AP, so your players (who may or may not be playing the same PCs you have active in that AP) get additional information or another perspective on the events of that AP
*Prefer scenarios set ON Golarion (not other planes/planets)
VERY UNLIKELY TO BUY
* one-off adventures, such as "here are pregenerated PCs specifically built with a backstory tied to this adventure, and you'd play them instead of your current PCs" (such as a murder mystery adventure where some PCs actually dislike each other and have motives to frame or discredit another PC, or an adventure on a ship in a storm where all the PCs are sailors trying to get the ship back home)
* similar to the previous item, but tied to your PCs (such as "you activate a mysterious device and find your souls transported into the bodies of these other people, and you can't return to your own body until you've resolved the adventure with the possessed bodies")
* even more unusual one-off adventures, like "everyone plays a goblin" (whether you're defending your lair or going on a raid)
* I'm not a big fan of "other planes"/planets
SUGGESTIONS/COMMENTS
*Would like to see a sequel/higher level campaign that adds on to Rise of the Runelords in particular (cmon, you've got another 6 to play with !)
*Battlemaps for APs/Adventures (not just ref's map reprints from the APs)
*Adventures (AP ?) set in Ustalav
| Drawmij's_Heir |
I will tell you what I would like to see is more modules that have a SANDBOX area to explore. Good examples of this kind of adventure would be:
The Secret of Bone Hill (AD&D classic)
Into the Wilds (Dungeon Crawl Classic)
The Legacy of the Savage Kings (Dungeon Crawl Classic)
Night's Dark Terror (B-10 from way back in the day, and my favorite adventure of all time)
You know that adventure with a base of operations, a big map area to explore on the inside of the cover, and a handful of small dungeon / adventure sites. Some relate to a basic plot, while others are just places where the owlbear lives. I find that I cannot get enough of these kind of adventures.
Also, I prefer adventure modules between levels 2 and 12. They just seem more down to earth.
Adventures that build themselves into three-part story arcs would be awesome as well. Like the old adventure arcs in Dungeon. I would love to have a ton of these kind of adventures of varying low, mid, and occasionally high levels. After a while you could mix and match these story-arcs to create an infinite number of classic campaigns. Similar to how old-schoolers played through Temple of Elemental Evil, Scourge, and Queen of Spiders. The best thing about them, is that a single group of characters can get involved in a number of plots throughout their career, as opposed to Adventure Path characters that pretty much spend their career in the pursuit of one goal, (Defeat Karzoug, or Queen Ileosa, or whatever).
On another note - the odd ball adventures, are not bad once in a while (probably a great while), but I don't like the pre-gened' characters that are closely tied to the plot. I don't know a single player who would prefer to be handed a character, rather than make their own. I like that you include a page of pre-made PCs in every module, but I think tying them in makes the adventure less useful overall.
Anyhoo - just my two cents worth.
DitheringFool
|
First off, more is better! I miss one module a month...
I would definitely love to see some more high level adventures.
I would love to see some 64 page (or more) adventures.
I would love for adventures to indirectly tie into APs.
I would love for more prequels/sequels to other modules.
I would love to see post-AP adventures.
Pregen-only, evil, and twist-types (goblin example) would be fun, but only after some of the above are addressed.