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I looooooove modules. I love them to bits, because in them, there is a lot less scripting and far more "just wing it" moments. Murder's Mark, Masks of the Living God, Doom Comes to Dustpawn and Feast of Dust all had wonderful bits that I could breathe life into and moments for character choice and discovery.
Now modules are long and as such, they're slightly harder for me to schedule. I either need to do them at my house in one long run as a private game, or I need to schedule them over two sessions at Dreamers. (Or I do them as PbPs, which are also fun for me.). Fortunately the Dreamers crowd of regulars are pretty reliable. So far I've lucked out at being able to get consistent parties for both parts.
I enjoyed Consortium Compact and a few other recent adventures for having moments of GM choice and the ability to adapt to players shenanigans and skill sets -- giving players a variety of ways to win. I was wondering, what other scenarios are there that are a bit loose? I cannot tell you how much it annoys me to "fights to the death" in the tactics of a routine minion or hireling, or a capricious fey, or someone else who might be wiling to otherwise take a PCs offer of a surrender. Sometimes I feel really locked in by a given scenario. What are the looser scenarios? Are there some good ones that give GMs a bit more room to maneuver and share a great story with their players?
Hmm

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Murder on the Throaty Mermaid is a small sandbox, but it's pretty genuinely one. I always have fun running that one, even if running it tends to be leaning back and watching the characters brainstorm. The ending, however, is... a bit difficult to run according to how the scenario wants you to run it.

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5-22 Scars of the Third Crusade offers a lot of GM flexibility as well.
I had a lot of fun with Scars of the Third Crusade. And ran it about four times with carried results, for example--

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That temple is positively a gas. My players still have nightmares.
Oh, also 8-01 Portent's Peril. I mean it's still an ABCD, but you can go BACD, CABD, straight to D (not recommended), but where you go and how you get there has options. There's a lot of great choices and options there, especially for RP.

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The Overflow Archives is one of my favorites to GM (Frostfur Captives being my other favorite), as the RP is hilarious; soooo many fun NPCs.
Another good one for RP is the first half of The Merchant's Wake. You can really get into the rivalry between the two NPCs, and usually the PCs are more than happy to choose a side and play along (though they'll probably enjoy it more if they've also played The Glass River Rescue, where said NPCs are first seen together).
Season 7 also had a ton of fun RP scenarios, as the OP is well aware (I love reading your experiences on the GM threads, HMM!). :)