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What kinds of adventures do you wish there were more of?

Started by smiler127, August 20, 2020, 10:51:10 AM

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Anthony Pacheco

I'd like to see exploration adventures like Dwellers of the Forbidden City.

That was the first module I played where we could wander around and get into trouble, but there was a specific plot that required interacting with factions.
Our modular adventure brand: Tales of Lothmar

Shop hard fantasy for 5E and Pathfindfer: Griffon Lore Games

Charon's Little Helper

Quote from: LiferGamer;1145706-Playable- Mysteries.  There are some decent examples out there, but I'd like more as its one of the things I never can put together on my own.

Quote from: smiler127;1145717Agreed. Like police procedurals, I find that I have a hard time finding great examples of adventures designed around mysteries. I know the GUMSHOE system is based around this premise, but would love to see more actual adventures built with sleuthing in mind.

I have seen pretty decent pure mysteries from time to time, but I've found that good hybrid modules which are primarily mysteries, but not entirely, are even harder to find. Ones where there is combat or whatever mixed in smoothly for the "differences in kind" change of pace.

KingCheops

Quote from: Charon's Little Helper;1146570I have seen pretty decent pure mysteries from time to time, but I've found that good hybrid modules which are primarily mysteries, but not entirely, are even harder to find. Ones where there is combat or whatever mixed in smoothly for the "differences in kind" change of pace.

Robert Downey Junior style Sherlock Holmes as opposed to the real Sherlock Holmes stories.

Charon's Little Helper

Quote from: KingCheops;1146574Robert Downey Junior style Sherlock Holmes as opposed to the real Sherlock Holmes stories.

I was thinking more the Dresden novels (especially the earlier ones) where he first has to figure out who the villains are, and then has to stomp in their faces. But yes, that's the gist.

I'm a big fan of modules using differences in kind to spice things up, and a pure mystery's pacing is very difficult to get right without a bit of combat mixed in to spice things up.

Dave 2

Quote from: Philotomy Jurament;1145723I'd like to see more "drop in set piece" kinds of modules. No big backstory. No big plot. No "adventure path," just useful sites that a DM can drop in and integrate into his campaign. Example might be things like:

  • A necromancer's tower.
  • A dragon's lair.
  • An inn with NPCs and encounter tables.
  • A bandit lair (keep/cave/camp)
  • A supplement with a couple ship plans and crew details (e.g. merchant ship, pirate vessel), plus some seaborne encounters.
  • Etc.

I came in here to post something like this. You'd think there'd be more of these already. There are a few, but some are marred by being highly campaign specific when they need not have been, or just being bad.

And it's implied, but I'll add "with all necessary prep work done." A surprising number of published adventures of all kinds leave some prep to the GM. Which is okay if it's for something outside the walls of the adventure, but if every GM who uses it is going to need to work up a map, or an order of battle, or an NPC reference sheet, why not include that in the first place?

rgalex

Quote from: smiler127;1145741Nice, I love the idea of micro-regions. I've made a bunch for my campaigns over the years with a kind of plug & play attitude. That way I can quickly insert them into any campaign I am running for my friends and with just a few tweaks, still make it feel like a unique experience.

The Raven's Purge book for Forbidden Lands is pretty much exactly this.  It's billed as a "campaign" because there is an overarching thing to give it a bit of structure.  Really though it's 8 locations, they call them adventure sites.  Each one has a legend, NPCs, monsters and other stuff for the PCs to get involved in.  It wouldn't be too hard to just drop these with a little modification into another campaign.

Svenhelgrim

Quote from: VisionStorm;1145739Wheelchair-bound Dungeon Crawls.

With accessibility ramps and wide entrances (you bigots :p).

I am thinking of creating an adventure where the monsters are all disabled, and the have designed their dungeon lair to be accessible to their flying, ballista-armed wheelchairs.

Also they have to abduct commoners and transform them into similar creatures as themselves because they areu able to reproduce, since they are all in same-sex relationships.

LiferGamer

Quote from: Svenhelgrim;1146659I am thinking of creating an adventure where the monsters are all disabled, and the have designed their dungeon lair to be accessible to their flying, ballista-armed wheelchairs.

Also they have to abduct commoners and transform them into similar creatures as themselves because they areu able to reproduce, since they are all in same-sex relationships.

Fantasy Borg?  Since if you won't come to their mindset, clearly you must be destroyed.
Your Forgotten Realms was my first The Last Jedi.

If the party is gonna die, they want to be riding and blasting/hacking away at a separate one of Tiamat's heads as she plummets towards earth with broken wings while Solars and Planars sing.

LiferGamer

Going back to the mysteries angle on adventures, I've been on a The Shadow kick.  I liked the comics, dig the '94 movie, and I've listened to many of the Radio plays previously*, but now I'm diving into the original pulps, and they're glorious.  'Razorfist' got me on the kick again recently, and in his review he commented that Walter B. Gibson (aka Maxwell Grant) the author, would write a crime story where the villains were clever and successful, and then go back and insert the Shadow and his agents to thwart them.

It's a technique I'm going to play with - especially for mystery/hidden enemy type adventures.  I already try to make sure the bad guys have a plan or at least a desired outcome, even if that is 'to be left alone', but I want to play with this more.


*The Phillip Marlowe/The Shadow/any mystery short like that I find useful to listen to as a DM... they have a tight focus, and an economy of action and plot, with interesting NPCs fleshed out perfectly for their role in the story... I find it useful to listen to a short one when I feel bogged down in prep.  I've never used a plot one-for-one but they help me go back and work on my pacing.
Your Forgotten Realms was my first The Last Jedi.

If the party is gonna die, they want to be riding and blasting/hacking away at a separate one of Tiamat's heads as she plummets towards earth with broken wings while Solars and Planars sing.

Cave Bear

I wish there were more replayable adventures. I mean adventures that continue to be fun when you play them again and again.

Svenhelgrim

Quote from: Cave Bear;1146765I wish there were more replayable adventures. I mean adventures that continue to be fun when you play them again and again.

S1: Tomb of Horros is like that.

...except for the "fun" part.  But the "Agains and again" part is definitely there...

...'cause we kept dying.