I've read quite a few modules in the last year or two as I've gone through my various RPG trawls, and I've got opinions. Some of these opinions I already had, but some of them crystalized just based on the process of reading a bunch of modules in relatively close proximity, and it made me think on what I liked and what I don't. This isn't meant to be a review of any particular module, publisher, or anything else, just a general discussion (occasionally with examples) of what I like and don't like. Keep in mind that I've run very few of these modules. I'm not currently running anything except for one-offs here and there, because of my relocation a couple of years ago; I joined a group that was in a recently started campaign, so while I"m not exactly at the ground floor, they were only a couple of sessions in to a new campaign. Because they were already going, I felt like it was poor manners to try and immediately subvert the campaign and offer to run something myself, needless to say, so what I've offered to do was run stuff sometimes when the whole group is struggling to get together because of scheduling.
Of course, since the beginning of the year, my own scheduling and stress level has been a nightmare. But prior to that I had pretty good availability and more demand for playing than I was able to get from the group. Two other people in the group were in the same boat, so we were talking about running a partial group campaign in between regular sessions in the main campaign. That hasn't actually happened, although at least in some sense, that's a good thing, because it meant that the two "flakier" group members have been participating a bit more than we anticipated, and we haven't had to cancel as many sessions. Of course, it's also been at least 2-3 months since we've been able to get together now... but I'm a big part of that problem myself with my insane travel schedule, work drama and extended family drama. (It's not all drama. A wedding isn't really drama.) Anyway, this is a larger sample Millennial-looking D&D party than we'd have; our smaller group would be me and two players, husband and wife, and all three of us are Gen-Xers in our early to mid 50s. But an image of a posing fantasy adventurer party is an image of a fantasy adventurer party, and I do at least appreciate the lower fantasy vibe of it with regular humans in regular clothes, more or less.
So, I've read a lot of modules. Some old modules. Many old style but not really that old modules. Many newer modules. Many Dungeon Magazine adventures. Adventure paths. Book-form campaigns. What do I like and dislike?
- Site based adventures are very limited in their ability to be entertaining. Most of them lack much context for why the site is there and why PCs would be exploring it. In some, this is explicit; DMs are supposed to provide that context themselves, or weave the adventure into their ongoing campaign. This is a bit of a cop-out, though. It's easier to change, modify or even ignore context that it is to create one from scratch, so I'd rather have some.
- That said, some of those set-ups and context texts can be either pretty bad or overdone. There's no reason to provide historical context for stuff in a dungeon that the party has no way of ever finding out other than the GM simply telling it to them. Adding that just to entertain the GM while reading the module strikes me as honestly kind of silly. And overly forced or unlikely context doesn't really do anyone any favors either. It will certainly have to be ignored. At least create context that tries to be useful and interesting, not just self-indulgent or contrived.
- Also, just exploring trapped rooms stuffed with monster and treasure was cliche in the early 80s and many people eschewed the whole paradigm. It's still a problem. I just finished this morning, because I woke up almost an hour early and knew I wasn't going to fall back asleep, "Heart of Nightfang Spire", one of the early 3e adventures. It's very site based and has no context, and it was a pain to read, not very interesting, and I found myself wondering how I could possibly make it fun to run or play. The context really matters, because without it, it's just a game... you're not doing anything that feels meaningful to the characters, to the setting, or to the fiction.
- Many designers are too afraid of railroads. Others aren't afraid enough. Having a plot, through-line of events, or something like that is not a railroad. Forcing players to stick to that regardless of what decisions they make is what makes it a railroad. Writing adventures that call for forcing PC actions is bad. That's a railroad in the making. Writing adventures that assume a certain sequence of events, but doesn't force it, is perfectly fine. In fact, that's what I think I prefer after reading all kinds of alternatives. Well-designed adventures will have some built in leeway; "yeah, we assume that the players will do this, but if not, here's some other material so you're not just on your own completely."
- Because this is the way that I like to consume modules, and it works best for me running them somewhat loosely, I don't need a lot of exacting detail about what your players will see "on the ground" with their characters; I need a looser format, where I can fill in stuff depending on how it actually goes at the table, what my PCs actually do, etc. I was somewhat surprised, and I don't think a lot of other GM's will agree with this necessarily, but I think that the format that WotC uses for their one-book campaigns is actually the format that agrees with me and my playstyle the most. That doesn't mean that the specific adventures or the content is the best, just that I like the format. ~200 page campaigns that are written somewhat loosely and focus at least as much on events and plot-point opportunities as they do on site exploration and things like that—that's exactly what I want.
- Paizo's adventure paths are the second best format for me. I rarely can run them as is, both because they do often tend too often to be written as railroads, because there's a lot of stuff that I have to change, and because they're too long, too meandery while they lose the plot for whole adventures at a time, and because they're too enamored with dungeon-crawls for my taste. But format-wise, they're pretty nice, and I've seen lots of good moments and "stealable" stuff in the (so far) seven or eight full adventure paths that I've read all the way through. It is a bit intimidating to try and read a whole thing of them, though. A full adventure path is six ~100 page books; nearly twice as long as I really need it to be. Especially since the fiction I can take or leave, the monsters can be in the monster books, and the setting stuff is also mostly replicated or abbreviated versions of content that ... also appears in one of the setting books.
- Old school and old school like modules that are site-based and offer little or no context, backstory or much in the way of hooks other than "there's probably monsters and treasures and danger in here; go check it out because that's the game that I prepared, so if you don't, I got nothing" are my least favorite.
- Of course, style and quality are different axes, and a module can be on the good side of one axis and the poor side of another, or vice versa, or good on both or poor on both. I hoped to like the early 3e modules better than I have so far, and given that I've read five of eight, I'm confident that that's not going to change. However, once we get past the 1-20 level "pseudo adventure path" modules, I think that the next batch of them, which were spread out throughout the entire "3rd Era" period probably vary quite a bit more. I've read Expedition to Castle Ravenloft before, and honestly, I doubt that the famous and well-regarded Curse of Strahd for 5e is much better. I guess I'll see when I eventually read that one, right? In fact, in general, far too many of the 5e campaigns are really just trumped up leftovers from classic 1e modules. The next one on my list, Princes of the Apocalypse is really just the Temple of Elemental Evil put into Forgotten Realms and written in, maybe, a format that I'll like better. But I seriously doubt that they've done anything terribly interesting or innovative with it. The original is highly regarded albeit often seen as somewhat flawed, but this oneis usually perceived as middling at best by most who've read and/or played it.
On a completely separate tangent, just because, I found this cover image of a recentish Call of Cthulhu book: talk about missing the point. Cthulhu is supposed to be a game about terror, not about being embarrassed because you had an accident in the back of your pants. Seriously, what in the world are these characters doing? If they didn't just have diarrhea in the woods, they're desperately trying not to. I've seen people try to defend it as pooping your pants is the reaction of a terrified individual. No. I mean, yeah, sure, but that's not the point. The point of horror game cover art is supposed to evoke the theme and tone to the audience who would buy it, and if the audience who would buy it is making fun of the cover art because it looks ridiculous, then that defense is a non sequitur and is dumb.
Speaking of Call of Cthulhu, I often listen to Graham Plowman's stuff while reading my game books (including right now while typing this post), and it's mostly all based on Cthulhu stories, and is deliberately designed for reading and gaming. He's my favorite of the amateur "background music" artists floating around out there, mostly because he tends to stick with sounds, themes and tones that I like the best—dark, moody and horror, with occasional touches of action and terrifying excitement. My only complaint is that he likes the theramin a little bit too much, which sounds kind of corny to me because I associate it with corny 50s sci-fi b-movies. He doesn't always use it, but he does enough that it stands out in certain of his longer tracks, like "The House on Sentinel Hill" and "Yuggoth."
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