How do you use modules?

Actualy it was one of those rare, great fights that bordered on a TPK, but the partty just pulled it out.

And yes miost times it is a thundering charge into the common room. I use zorzk zorzn for a reason.
 
zozotroll said:
Against the Giants is about the last one I have used.

About 2 years ago, I ran a group through G 1. they where all young, and had never heard of it. They loved it.

GREAT series of classic adventures! Maybe my favorite of all time.

I think it'd be great as a Conan adventure, set in the Eiglophians or up in Asgard somewhere. The giants can be Ymirish. Throw Atali in there, and a few Vanir, and you've got a whacking good Conan adventure.
 
I find it difficult to run pre-written scenarios at very short notice, too, but the amount of work entailed in designing a scenario and hoping it works is more than outweighed by knowing the scenario should have been playtested and and at least some bug sironed out already. Printing off some handouts? Fine. Printing or designing a combat map to go with it - also fine, but odds are someone's provided one already AND it's something you have to do anyway.

I tend to run a mix of hand-built and bought scenarios in Conan but normally have an overriding patron or BBEG to spur or motivate the players. Some of my scenario outlines are sketchy, with NPCs downloaded from a range of sources, others are intended for submission or external use, so are really quite tight and I build custom NPCs.

But as for railroading? I tend not to, even if the scenario pushes that way (though I'm not sure many published scenarios are written with the intention of railroading). It is often possible to leave things open so events in a module happen as a result of what the player's do or where they go. Perhaps the plot line is extended a bit, perhaps a few other events happen in the middle, or perhaps even another short scenario gives a distraction before the original adventure rears its head again. The overarching idea is that it's a game meant for enjoyment, not a slavish adherence to what's written. It seems to work.

But I haven't run Lurking Terror, yet though.
 
With my style, I all my players to go in any direction they want. Now I build in may plots within plots and etc. All are important, and if they skip something, it may come up and get them in the future. It is always fun when the figure out they could have nipped this or that in the beginning way back when if they had only reacted or etc.

I like to have the players set the direction...I love seeing them sqirm on what to do and etc...LOL!

Penn
 
The last module I played wholesale was some old Star Frontiers adventures. It started off fun, but the game got a little too liner. I like my modules to be fairly open-ended and allow for some freedom of movement. One of the most common pet-peeve I have with modules, are plots that rely on railroading to get things moving. Another one I see at times are pet NPCs (Mary Sues) that foreshadow the players. I have seen some modules that require the players to play prefab PCs. Unfortunately, they dont always take into account for dead PCs when running the series, as such adventures are tied to the PCs. I also remember some experimental "convention games" from the 90's that gave out little XP rewords for every villagers you talk to, and for every stone you overturn. I like to offer XP for for non-combat situations, but such carry-picking only leads to the players talking to EVERYONE and getting into EVERYTHING!

I no longer play modules wholesale. I like to fish for ideas, so I can make use of them on my own terms.

I think one of my favorite reoccurring villains are Silussa and Belgos - the Succubus and Vampire Drow lovers from D3: The Vault of the Drow - somehow they seem way too interesting to waste on one encounter.
 
Back
Top