08-09-2013, 07:42 AM | #1 |
Join Date: Feb 2006
Location: St-Basile-Le-Grand, Qc
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[Adventure] Modules or Seeds?
Be honest, what's your preference?
1) Complete Adventure Module or Adventure Seed 2) Why? The main reason of this question is for my website - 2 of my players thinks I should convert our adventures into "modules" and put it on the web and the 2 others thinks I should just put a resumé of the quest (as an adventure seed) and build a "Campaign Seeds" for the website. |
08-09-2013, 07:57 AM | #2 |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: [Adventure] Modules or Seeds?
I can make an adventure seed grow into something I can use in one of my gameworlds.
I would have to strip off any parts of a fully-written adventure that don't match my game, and then replace those parts with something I created myself... and that process pretty much turns a full adventure into an adventure seed in the process. So why ask you to do extra work that I'd just end up throwing away? I prefer adventure seeds.
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
08-09-2013, 09:24 AM | #3 | |
Join Date: Aug 2007
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Re: [Adventure] Modules or Seeds?
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Detailed plans (Encounter A->Encounter B->Encounter C) for running specific adventures are not a dime-a-dozen and in fact there tends to be a shortage of people selling them.
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Fred Brackin |
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08-09-2013, 10:13 AM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Adventure] Modules or Seeds?
I prefer a very well built adventure seed: building everything all the way out restrains it too much and is just as much work to use past a certain point---
but too often seeds are too short and not thought out. A good adventure seed should include a hook, an objective, an obstacle, and a twist. Many people think that just one of those is sufficient. I argue you need at least 3.
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08-11-2013, 05:48 AM | #5 |
Join Date: Jan 2006
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Re: [Adventure] Modules or Seeds?
I find the Savage Worlds "Plot Point" and "One-Sheet" styles to work best for me - more than a seed, less than a fully detailed adventure. They include the important plotlines and stats, but keep it loose enough to drop into my campaign.
(Though this can certainly be somewhat system-specific - some systems need a lot more balancing of encounters vs. party strength.) |
08-11-2013, 06:55 AM | #6 | |
Join Date: Jul 2008
Location: Where the Celts originated
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Re: [Adventure] Modules or Seeds?
Quote:
event and detailed persons involved in it, something I can easily adapt for my campaign. An example could be a lordling's keep besieged by an angry mob of peasants, or a merchant ship and its crew preparing for a voyage to a far off destination. |
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08-11-2013, 11:21 AM | #7 |
Join Date: Aug 2004
Location: Los Angeles
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Re: [Adventure] Modules or Seeds?
When I was an AD&D man, I liked full modules, which I could cannibalize for maps, locations, NPCs, magic items, and anything else interesting before leaving the husk behind.
With GURPS, though, I find one-sheets or seeds much, much more useful. In a focused game like AD&D, the Orcs in the module are extremely likely to be just like the Orcs in my game (for example), so everything fits easily. In a generic game like GURPS, there is no guarantee the world of the module and the world of my game will be close in any way, shape, or form, so full modules will probably be 94% incompatible.
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08-12-2013, 09:49 PM | #8 | |
Join Date: Mar 2010
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Re: [Adventure] Modules or Seeds?
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08-15-2013, 12:58 PM | #9 |
Join Date: Oct 2009
Location: Coggon, Iowa
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Re: [Adventure] Modules or Seeds?
I personally prefer seeds with all of the crunchy bits of modules.
my ideal would be, here is the map that we used, here is a chart for random encounters and some of the unique things that I used, such as room descriptions and then leave me rest of fill out. that way while it was not originally my idea I can easily convert the plans into something that I am going to use. I could change minor things without getting the, that isn't part of this module from my players that like to read through everything ahead of time. |
08-16-2013, 01:28 PM | #10 | |
Join Date: Aug 2005
Location: Ottawa
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Re: [Adventure] Modules or Seeds?
Quote:
Example: The one-liner: Burial Ceremony for a great knight of the realm Expanded Situation: The knight's wife and heir are present, and both being secretly targeted for assassination shortly by another heir next in line for the knights' title/lands. Much cloak and dagger is afoot along with possible outright thuggery. There is also a mistress skulking around the fringes of the cemetary secretly grieving. Current adventure: Characters are trying to recover a town relic belonging to a remote village with ancient lore and mystery surrounding it. Characters travel to a neighbouring realm on clue that a noble man may have info on it's last whereabouts. How I might end up using of Funeral Situation: The PCs come to town only to find the noble has died. They attend the funeral, get caught up in the assassination plot and possibly steal/buy/trade info or a map or something (originally belonging to the knight) from the widow they save or the bad guys they help which will aid their quest. So I guess I'm saying one liners are good, but a list of "Situations" are better. Last edited by Cpt_Clyde; 08-16-2013 at 01:36 PM. |
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