| Post/Author/DateTime | Post |
|---|---|
| TheCat11-27-05, 10:41 AM | My group just finished The Forgotten Forge and is now 2nd level. We'll be continuing play in January. I've got these potential modules lined up: * Eye of the Last Hour (PDF from kchronicle.com) 1st level * Queen with Burning Eyes (Dungeon #113) 2nd-3rd level * Shadows of the Last War (Eberron module) 2nd level – Forge arc Our group is very roleplay-intensive and definitely not hack-n-slash. I had to modify The Forgotten Forge quite a bit to make it work for us -- adding a scene where they had to get Provost Geldem's journal from the Morgrave Library, for example. Does anyone have suggestions for good 2nd/3rd level modules with a focus on social encounters and problem solving that can be easily adapted for Eberron? |
| DoveArrow11-27-05, 03:02 PM | Honestly, most modules aren't designed for roleplay. They're designed for Hack & Slash. Therefore, if you want to introduce roleplaying opportunities into your game, it's really up to you to create those encounters. Of course, that's just my :twocents:. |
| Bluebrush11-27-05, 05:58 PM | Save Vs DM's adventure Cliffside Roach Motel (http://evildm.datavortex.net/pdf/gamecraft/Roach-Motel.pdf) is both second level based and primarily based on social interactions. Bit short though. |
| Madwabbit11-27-05, 09:33 PM | Honestly, most modules aren't designed for roleplay. They're designed for Hack & Slash. Therefore, if you want to introduce roleplaying opportunities into your game, it's really up to you to create those encounters. Of course, that's just my :twocents:. I half disagree with this -- a module is a lot like a screenplay, in that a good director (DM) with an excellent vision (creativity and a willingness to use it) can breathe life into a tired old genre. Most module authors don't necessarily aim at a LOT of character depth in what they create, BUT I think that in Keith's works at least, he gives enough "tabs" and "stubs" to work with. I will agree that most modules are generally designed with hack-n-slash in mind, BUT if you don't have time to work up your own stuff, you might be able to find the time to "flesh out" someone else's work. For example, I took both the Forgotten Forge and SotLW and looked at the storyline from the perspective from each and every NPC, and then took copious notes while I was "in their shoes" so to speak. While I tweaked and twisted some of the NPCs, I also rearranged some of the elements of the storyline, but nothing that would necessarily mess up the arc. What I was able to get was a vibrant and interactive series of episodes in which my PCs talked about their interactions with the NPCs (villains and otherwise) just as much as, if not more than, the various combat encounters. The interludes between the set piece encounters actually proved to be just as interesting, and many hooks and future adventures are germinating. BUT, I would NOT have been able to get to the point where we are now without the help of those two modules, because of the ambience and structure they provided me when I didn't have time (or enough familiarity with Eberron) to come up with it on my own (three kids, tough job, wife goes to night school, etc. ad nauseum, so time is a luxury in my household). I guess what I'm saying is that *YOU* can take any module, gut it for all the good bits you need (or don't have time to work up on your own) and make it come alive as a true role-playing adventure for you and your PCs. A module is a often lifeless script... what can YOU do as the director to make it come alive? |
| TheCat11-28-05, 06:45 AM | Madwabbit has it exactly right. My group really enjoyed The Forgotten Forge. I've read several places that some people finished it in four or five hours. We just played it in three sessions of 7.5 + 6.5 + 10.5 = 24.5 hours. At least two-thirds of that time was spent in what I would call roleplaying scenes. Being able to wrap a story around an existing module really saves me a lot of time as a GM. It also gave me the opportunity to use someone else's Dundjinni maps, which added flavor. And, as this was our first foray into Eberron, it helped set the scene a lot. Murder in Oakbridge, found in Dungeon #129, is an example of a module that will work very well for us. It's got a good story, the outline of characters I can work with and get into playing, and enough hooks to let the players go in many directions with it. Unfortunately, it's for a party of 5th level characters, and I need 2nd/3rd level modules now. I could adapt it for 2nd/3rd, but that would take a lot of time and leave me looking for a 5th level module next spring/summer. |
| MrFilthyIke11-28-05, 08:48 AM | Honestly, most modules aren't designed for roleplay. They're designed for Hack & Slash. Therefore, if you want to introduce roleplaying opportunities into your game, it's really up to you to create those encounters. Quoted because I agree...in that as is they are for hack 'n slash. It's up to the GM, in any module, to add the fluff and filler. :) |
| TheCat11-28-05, 09:34 AM | So, now that we're all agreed that I'll need to modify the modules to support roleplaying... and also that I'll need to modify the modules to fit in Eberron... which modules would be best for that kind of modification? |