Module codes


Adventures


I noticed with the release of Crypt of the Ever Flame that the module had no letter/number code. I just got Masks of the Living God yesterday and it is also missing a code even though it is the sequel to Crypt. Looking back a few modules: Carrion Hill also has no code. Is this being done away with? I really liked the code for a bunch of reasons but mostly so I would know if some had slipped past me. Although the code for Paizo modules really only distinguished what type of module it was (D modules were dungeons, W was wilderness, etc.) I would like to have sets of modules, at least, have codes that at a glance would mean they flow together.
Law

Sczarni

yeah, this was done away with for various reasons, mostly confusion with the players.

1.New players were confused with what the various letters meant, it was a FAQ question for a while

2.People thought that D1 ran into D2 ran into D3 and bought them with this assumption... which obviously isn't the case, since it just means that all 3 are dungeon-style adventures

3.It railroaded the designers, What is required to be considered a Journey(J) module? What percentage of the module must be in a dungeon to be considered a Dungeon(D) module? These expectations for the different letter designations forced writers/developers to write a certain way, which limited the creative-ness that could be put into the actual adventure.

Contributor

The codes are not visible to human eyes.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Sean K Reynolds wrote:
The codes are not visible to human eyes.

I think you have to view them through the "Masks of the Living God"... :-D

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

They announced before the change the numbering was going away and while I didn't like it, I was glad when I got Crypts of Ever Flame. Why? Well in the subtitle on the title page, it says A Dungeon Adventure. So while the numbering was gone, it's still there.

HOWEVER, Carrion and Mask but dropped the subtitle identification and that did disappointment me.

I thought the coding was cool.


The original D&D module codes meant nothing as far as I know but definately helped me keep track of them. Most of the reasons given in the second post up there apply to the D&D codes as well.

For ease of aquiring and when a set of modules do go together, I would recommend some type of system be implemented. Even the Goodman Games model of straight numbering is preferable over nothing.

I will admit the the D for dungeon, J for journey code system didn't suit me. However, if I have J1 and J2 and see J4 in the game store one Saturday and buy it, I now know I am missing J3 and will look around for it before it becomes hard to find.

Just my 2 cps.

Contributor

Lawdog wrote:
I will admit the the D for dungeon, J for journey code system didn't suit me. However, if I have J1 and J2 and see J4 in the game store one Saturday and buy it, I now know I am missing J3 and will look around for it before it becomes hard to find.Just my 2 cps.

Oddly enough, what you mention here tends to make sales LOWER in later modules within a series. People see J4, realize they don't have J1-3 and assume they NEED J1-3 to use J4, so they don't buy J4... even though J4 is a completely stand-alone adventure.

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