what is this thing with modules!?

Post/Author/DateTimePost
#1

zombiegleemax

Apr 06, 2004 2:31:11
Just glancing through many of the threads there seem to be a lot of focus on the published modules (albeit with tweaking).

Am I the only one who writes their own? Is this an art form I should write a guide book for?

Grimfondle
#2

zombiegleemax

Apr 06, 2004 8:02:06
That's right Grimfondle you are, in fact, the only person alive who is capable of writing your own adventures in Ravenloft. Please write a guide for us so that we may cease running the same modules over and over again and write our own stuff.
#3

zombiegleemax

Apr 06, 2004 8:37:34
HA! HA! HA! Right on, Mozart.

Matter of fact, Grim. You can find a detailed article on that exact thing over at the Fraternity site.

You. Are not. Alone...
#4

mindshred

Apr 06, 2004 11:05:57
LOL

Well, the modules for Ravenloft tend to be pretty good, all in all.
#5

zombiegleemax

Apr 06, 2004 23:16:19
Int he same line of stupid questions...Am I the only one who make his players fight other stuff than undead/werewolf? I mean it says nowhere in the ravenloft books that ogre,trolls,konold,goblin etc... dont exist and I rarelly hear about a DM using these monsters... I mean kobolds and goblinoid monsters can be quite scrarry!

And anybody here create new domain? I like creating domain who dont have a "gothic" horror feel but more an "ancient" horror feel(a la burning peeks) or a Cthulu feel or simply at twisted versions of children story(you know snow white and alice in wonderland can be quite disturbing) And does somebody sometime do more gory adventure you know quest that feel like cannibal holocaust or texas chainsaw massacre(I actually like using cannibals in my quest they are more scarry than vampires...and kobolds, especially halfling cannibals)?
#6

hida_jiremi

Apr 07, 2004 2:36:35
I write almost all of my own adventures, though I have to admit that I do appreciate a well-written module. The scariest adventure I ever ran my party on in my last Ravenloft game (the one that actually creeped them out the most in and out of character) involved Maligno the Carionette and a monk obsessed with the creation of life in the form of golems. That adventure was so rough emotionally for my PCs that it cost one of the PCs her Innocence and resulted in the first curse ever uttered by a PC in one of my Ravenloft games.

I almost always use vampires and werewolves in my Ravenloft campaigns... once or twice. Usually, I prefer more human villains or more subtle supernatural horrors.

Hida Jiremi
(Jeremy Puckett)
#7

zombiegleemax

Apr 07, 2004 3:23:42
Originally posted by MozartSmozart
That's right Grimfondle you are, in fact, the only person alive who is capable of writing your own adventures in Ravenloft. Please write a guide for us so that we may cease running the same modules over and over again and write our own stuff.

Though I, of course, appreciate your sarcasm (and i do). My question still holds. In particular i thought Feast Of Goblyns and Ship of Horrors were very poor. Vecna Reborn, was OK, Tough of Death had some good bits, but I found Out of the Shadows and Roots of Evil pretty dull.

After that I stopped getting the modules and just wrote my own.

But a lot of people seem to run these old modules so it got me wondering.

As for the guide book idea...that was tongue in cheek, albeit a dead tongue in a purple cheek (the ravenloft DMG does the job )
#8

gonzoron

Apr 07, 2004 10:36:52
Well, the fact is that a) Not everyone has time, energy, or ideas to come up with their own adventures everytime, b) a lot of the modules are very good, even though you may need to alter them a bit, and c) the modules contain quite a bit of the stories and background that flesh out the world.

Even if you never intend to run Feast of Goblyns, look what you get from that module: fully detailed maps of Skald and Harmonia, great NPC's like Dr. Dominiani, and a feel for Harkon and his land that just couldn't be captured in the little blurb in the Black Box. The Evil Eye might as well be called "The Karina Gazetteer".

Granted, some modules are quite lame and you seem to have hit on several of them. Ship of Horror is one of my least faves. Touch of Death bores me as well. But then you've got greats like The Evil Eye and Night of the Walking Dead, which you've missed out on.

And I'm a firm believer that even the worst module can be salvaged into a good adventure by a persistant DM. And usually in much less time than making up your own adventure from scratch.
#9

zombiegleemax

Apr 07, 2004 13:20:38
Originally posted by Grimfondle
Though I, of course, appreciate your sarcasm (and i do). My question still holds. In particular i thought Feast Of Goblyns and Ship of Horrors were very poor. Vecna Reborn, was OK, Tough of Death had some good bits, but I found Out of the Shadows and Roots of Evil pretty dull.

After that I stopped getting the modules and just wrote my own.

But a lot of people seem to run these old modules so it got me wondering.

As for the guide book idea...that was tongue in cheek, albeit a dead tongue in a purple cheek (the ravenloft DMG does the job )

Simple Answer: If you like writing your own modules noone is stopping you from doing that. If others like running pre-written modules there is nothing wrong with them doing such.

Bottom line: What you do does not effect them and what they do should not effect you. The things you like they may not like. The things they like you may not like.

~~~
#10

zombiegleemax

Apr 07, 2004 20:32:13
I happen to like Feast of Goblyns. It's a little bit railroady for my tastes, but most adventures were back in the day. Gotta love Radaga's creative methods of torture though.

Anyway, your question DOESN'T still stand. Lots of people run their own adventures. You are not alone. You may now rest easy.
#11

zombiegleemax

Apr 08, 2004 2:26:19
Originally posted by MozartSmozart


Anyway, your question DOESN'T still stand. Lots of people run their own adventures. You are not alone. You may now rest easy.

Thank goodness for that.
#12

zombiegleemax

Apr 08, 2004 13:58:31
Once one plays "Bleak House," all other adventure ideas one can come up with seem stupid. Which is why I use modules. ~_^