Ordering Scenarios cold [Archive] - Wizards Community

Post/Author/DateTimePost
bdunn91

04-07-05, 10:50 AM
I'll preface this by saying that I'm a little on the picky side about the modules I choose to run and that, right now, I'm very irritated.
I'd like to get some friends of mine playing in an infrequent LG game, run as a home game out in Highfolk (we're from WI). Trouble is, the blurbs for most of the modules, both core and regional, don't tell me a heck of a lot of information. I'd ideally like to review the modules before I choose which ones I'd like to run so I can pick the ones that best fit my players and our limited gaming time. But it appears to me that the module ordering system doesn't really support that.

So, I decided to get them started with Mad God's Key. I subscribe to Dungeon, read the module, and think it's pretty decent. There is a huge catch, though. Turns out that that particular module was retired after just 4 months of home game playing time and it's now unavailable for me to run and still have my players making legal characters for later LG play.

So right now, I'm in a bind. I can order some Highfolk or other core modules based on the brief blurbs or pitch it all and run some other campaign. Can anyone explain to me why Mad God's Key had such a narrow window of playability?
King Kashue

04-07-05, 12:07 PM
I'll preface this by saying that I'm a little on the picky side about the modules I choose to run and that, right now, I'm very irritated.
I'd like to get some friends of mine playing in an infrequent LG game, run as a home game out in Highfolk (we're from WI). Trouble is, the blurbs for most of the modules, both core and regional, don't tell me a heck of a lot of information. I'd ideally like to review the modules before I choose which ones I'd like to run so I can pick the ones that best fit my players and our limited gaming time. But it appears to me that the module ordering system doesn't really support that.

So, I decided to get them started with Mad God's Key. I subscribe to Dungeon, read the module, and think it's pretty decent. There is a huge catch, though. Turns out that that particular module was retired after just 4 months of home game playing time and it's now unavailable for me to run and still have my players making legal characters for later LG play.

So right now, I'm in a bind. I can order some Highfolk or other core modules based on the brief blurbs or pitch it all and run some other campaign. Can anyone explain to me why Mad God's Key had such a narrow window of playability?



Mad God's Key was a "special circumstance"...It wasn't specifically designed for LG, but was playable in LG, and was a "get it while it's hot" kind of thing...It's better to look at it not as "it sucks that it had a short window of playability", but rather "it's cool they decided to integrate something so different into the campaign, even if it was a short time"...Though I would like to see similar modules where 2 rounds will shoot you well into 2nd level (playing a 1st level character sucks in LG, too risky)...

As for Core scenarios, you can get some idea of how good they are over at http://www.nyrond.org. They've got a rating system over there and you can see what other folks thought of a module before playing it (they've actually got regional modules on there as well, but generally only the Core and Nyrond Regionals/Meta-regionals get enough rating votes to provide a good picture of the module)...
kenobi65

04-07-05, 12:11 PM
Ever since the RPGA started allowing play of Dungeon adventures for RPGA "credit", *all* of them have had fairly short availability windows (only a few months). Mad God's Key simply followed that policy.

I'm speculating, but I think the short "fuse" might be to minimize the opportunity for players to pre-read the adventure before playing it (since, unlike other RPGA adventures, it's in a published source that anyone can get hold of).

The only advice I can give you regarding the other modules is to join the Highfolk Yahoo group, and pose a question -- something along the lines of, "I want to run some Highfolk mods for my group, and we specifically enjoy these types of modules -- what would people suggest?"

Beyond that, there's not much you can do to satisfy your "pickiness."