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 Post subject: Setting Neutral Adventure Modules
PostPosted: Wed Jul 25, 2012 1:09 pm 
Banded Mongoose

Joined: Wed Feb 29, 2012 9:00 am
Posts: 281
Location: Cape Town
I'd like to see a book with an "Adventure Path" that is setting-neutral.

I am pressed for time and have little experience with Legend/RQ and would like to see how it is done before I embark down the module creation path.

Still waiting for the Spider God's Bride to be released.


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Wed Aug 08, 2012 8:16 am 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
Posts: 2658
Location: Ireland.
Do you mean scenarios that can be run in any setting? If so:

(1) I agree with you

(2) I have some old adventures I can email you


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Thu Aug 09, 2012 12:02 pm 
Greater Spotted Mongoose

Joined: Mon Dec 20, 2010 1:32 am
Posts: 1036
Location: Sydney, Australia
1. What are you looking for specifically? By that I mean size of book and so on. Is it something like the PFRPG Adventure Paths?
2. What do you think would be a fair price for PDF and Print versions?

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My blog at damonjynx.blogspot.com
Check out, The Blood Path available NOW!


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Fri Aug 10, 2012 6:22 am 
Banded Mongoose

Joined: Wed Feb 29, 2012 9:00 am
Posts: 281
Location: Cape Town
Mage wrote:
Do you mean scenarios that can be run in any setting? If so:

(1) I agree with you

(2) I have some old adventures I can email you


@Mage, thanks so much, exactly what I mean, I would really appreciate it if you would. My email address is drossouw1971(at)gmail(dot)com


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Fri Aug 10, 2012 6:32 am 
Banded Mongoose

Joined: Wed Feb 29, 2012 9:00 am
Posts: 281
Location: Cape Town
DamonJynx wrote:
1. What are you looking for specifically? By that I mean size of book and so on. Is it something like the PFRPG Adventure Paths?
2. What do you think would be a fair price for PDF and Print versions?


Damon, I am new to Legend and haven't run a game using the rules system. I guess part of what I am after is to see how these are structured and what other people have done in the past.

I favour non-historical, fantasy settings with a dark/gritty bent. My potential players (existing group I play in) tend to lean towards High Fantasy - currently using Pathfinder. I'd love to see modules I can slot in almost any setting with minimal effort. Time is also something that is a factor for me, unfortunately.

I am not certain I can answer your pricing question but provided the product is the "right" fit and the material is quality, I would buy it.


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Fri Aug 10, 2012 10:23 am 
Greater Spotted Mongoose

Joined: Mon Dec 20, 2010 1:32 am
Posts: 1036
Location: Sydney, Australia
warlock1971 wrote:
I favour non-historical, fantasy settings with a dark/gritty bent. My potential players (existing group I play in) tend to lean towards High Fantasy - currently using Pathfinder. I'd love to see modules I can slot in almost any setting with minimal effort. Time is also something that is a factor for me, unfortunately.

I am not certain I can answer your pricing question but provided the product is the "right" fit and the material is quality, I would buy it.


So setting wise, along the lines of perhaps Howard, Lieber & Moorcock with a smidgen of Tolkien, rather than the reverse. Hopefully the Spider Gods Bride will be released soon - that looks very promising.

So a value for money quality product is what you're looking for. Cool, I get that and feel pretty much the same way. The reason I asked is I'm seriously considering pulling my finger out of you know where and writing stuff. I've always wanted to be a writer and originally thought fiction would be the go but after reading Matt's, 'I am Mongoose, So Can You', I've changed my thinking to producing game supplements - whether I publish them myself or whatever is yet to be determined. It's not as if I don't do any of that kind thing when I prepare for a gaming session, so I figure why the hell not.

_________________
Glory is the reward of valour.

My blog at damonjynx.blogspot.com
Check out, The Blood Path available NOW!


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Fri Aug 10, 2012 11:53 am 
Banded Mongoose

Joined: Wed Feb 29, 2012 9:00 am
Posts: 281
Location: Cape Town
I really like the elegant simplicity of Legend/RQ. I won't easily be persuaded to invest in D20 products again nor WOTC, for that matter, but I do find that I miss the shortage of available stuff. Yes, I can probably adapt or change existing material but I only have so much time available. Also, as a relative newbie to Legend, I'm not sure I am doing it the right way.

I have a rough Sanbox-y setting and I am really keen on incorporating Skaar in to that setting and having the Players explore, however, a great adventure module or two would certainly help me. I will definitely support generic adventure modules, amongst other things.


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 Post subject: Re: Setting Neutral Adventure Modules
PostPosted: Fri Aug 10, 2012 4:12 pm 
Duck-Billed Mongoose

Joined: Sat Jan 01, 2005 2:36 am
Posts: 2097
Location: Spokane, WA
warlock1971 wrote:
I favour non-historical, fantasy settings with a dark/gritty bent. My potential players (existing group I play in) tend to lean towards High Fantasy - currently using Pathfinder. I'd love to see modules I can slot in almost any setting with minimal effort. Time is also something that is a factor for me, unfortunately.
Sounds like what the early AD&D modules were (which when Greyhawk came out, these were 'shoehorned' into the setting listing multiple locations they could be placed) - and like at least many of the early modules Goodman Games put out (I don't know how things went after they released their own setting).

One caveat I always hear myself think when the topic of "settingless" modules comes up - actually no module is truly "settingless" but rather it is a matter of how far out from what is really needed for the module to function. There is a Lvl 1 D&D 3.x module that is contained to a tiny village that has a defensive wall around it and the adventure involves the party going down the well in the center of town. Nothing of the surrounding area let along the country or continent is ever mentioned in any detail. It truly is a "settingless" module that could be dropped into just about any location of any setting with no problem.

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