Quality of modules

Post/Author/DateTimePost
#1

akaddk

Nov 27, 2014 3:16:02

Anyone else frustrated or annoyed at the low quality of the AL modules? I get that they're essentially free but at the same time, it seems that yet again organised play is treated as the bastard step-child of D&D instead of the fertile participation and uptake environment that it is and should be treated as.

 

There are so many simple errors in them that would be easily fixed by someone spending half a day on them. They seem very haphazardly put together which can make it confusing and requires reading through them entirely a couple of times to run effectively simply to correct for all the mistakes and poor editing.


Hell, if they'd let me, I'd do it for them for free.

#2

TheBreen

Nov 27, 2014 12:28:18

Some of the Expeditions adventures desperately need proofreading. Others less so. But I find the actual quality of the adventures quite high. They're fun to play, they include memorable NPCs and situations, and they do a pretty good job on continuity between adventures.

 

But editing the text? Oh, yes. Some of them need this very badly indeed. (I'd also volunteer to do this for free.)

 

 

#3

akaddk

Nov 27, 2014 14:12:18

TheBreen wrote:
#4

Tyranthraxus

Nov 27, 2014 17:00:58

Ive had no issue so far. I have noticed a few extra words and spelling mistakes but on the whole I honestly havnt noticed a lot wrong.  Im finding the interconnective stories to be great and the characters memorable. Im really looking forward to my Marsh adventures this weekend, and was looking for a good Drum Set on Syrinscape.. sadly nothing. Can anyone recommend me some Tribal drums?

#5

HeresyDM

Nov 27, 2014 17:08:43

 They are desperately in need of proof reading and a little polishing but I've found nothing wrong with the quality of the actual adventures. There haven't been any mistakes large enough to cause any issue so far or anything that isn't easily fixed on the fly (I've DM'd throuhg DDEX1-8 so far) and the players have like the whole campaign. I've liked Expeditions a LOT better than Encounters/HotDQ.

(Reply to #4)

TheBreen

Tyranthraxus wrote:
#7

SteveMND

Nov 29, 2014 7:25:13

akaddk wrote:
#8

AlHazred

Dec 01, 2014 5:18:41

"Low quality"??? I ran through many of the (3.0/3.5) Living Greyhawk/Living Etc. modules, (4.0) Living Forgotten Realms, (PFRPG) Pathfinder Society, and Shadowrun Missions modules, and the Expeditions modules compare favorably to those. It's something of an unfair comparison, the last two, since those are professionally written and edited modules that they charge for, but I think the Expeditions modules have had, as others have said, memorable characters and situations. Personally, I'd have set it in Waterdeep just to maximize the saturation among FR stalwarts, but drawing in people who remember Pool of Radiance fondly is not a bad plan.

 

Editing is poor, granted. I would also volunteer to proofread the modules; alternatively, if there were someplace we could give minor spelling/grammar nitpicks, that would be super. A forum thread seems like the wrong place to post those -- a Google Docs file would be better.

#9

Skerrit

Dec 01, 2014 5:53:36

I don't have it handy as I am on the move at the moment, but there is a such a public google doc where we compile mistakes people notice so we can update the adventures.

#10

Sorxores

Dec 01, 2014 9:22:28

not only editing and proofreading, but sometime they bring rules that contradict the rules from the PHB:

 

For exmaple in Due for the dead, a Kobold is sleeping, in the module they explain that sleeping mak ethe kobolt uncouscious there for he loose his dexterity to his AC??? I never saw that in the unconsious decription of the PHB.

 

In Due fro the dead they talk about a trap in area 12 (IIRC) but area 12 have no trap.

 

in defiance of Phlan the adventure with the dragontooth, all those inflicted by the dragon tooth go stand in a circle in the middle of the town, but they don't explain why, not even to the DM who should know everything

 

They create item that are SUPER power (Ring of evasion) then they realize it's too powerfull and nerf it down making it appealing to different character (my bard loved his taking 0 damage, but now he never use it because he alway succeed his dex save anyway since he got a good dex saving throw. and he's stuck with a useless item that he cannot get rid of, and he cannot get an other iem untill everyone get one. Then in the next module they put item that are useless too everyone except 2 subclass (headband of intellect: any decent wizard will have 18 Intellect by level 4 making the headband useless to them; so only the Arcane trickster and Eldritch knight might appreciate this item since it will give them 19 Intellect and they can still focus on boosting there main stats (strenght/Dex), but even for them, most eldritch knight ad arcane trickster choose spell that do not require DC because they know they won'thave high Intellect. Recently I saw a longbow +1??? an other item that other then a medium size archer character no one will want (why would my sorcerer with 14 Dex take a longbow +1 if this mean he won't be able to roll when a usefull spellcaster item appear (like a staff or an amulet of health)

 

Those module shoul dhave item usefull by many people, the original ring of evasion was a great exemple, other then a barbarian2/rogue7 everyon was able to benefit from the ring of evasion (some more then other, but everyone was receiving a nice bonus from it) the ring of fire resistance (other then dragonborn and tiefling) everyone can benefit from half fire damage even the sorcerer who will be targeted by the enemy fireball. The cloak of shadow make the rogue for all purpose 100% undetectable, or give a chance to the heavy armored fighter to stealth with the rest of the group. and make the sorcerer with 14 dex able to follow the rogue (with stealth expertise) in scouting mission). Even the goggle of night vision, are usefull even in a full Drow team, giving one of them darkvision 180ft, 180ft to a spellcaster or an archer who can shoot further then 120ft is very usefull allowing them to attack creature that cannot even see them yet (since most monster only have 120ft darkvision maximum)

 

Giving magical weapon and armor in big module like HotDQ is great becasue those adventure generally have a steady group and will give more then 1 item (by the end of LMoP the team can have up to 12 magical item? HotDQ give up to 10 magical item?) put the DDEX module, they are suppose to be played in plublic and by the AL rule, so nothing stopping me from bring my character to lvl 4 taking one item, then starting a new character to grab an other item (yes in my group we have such a player who collect the item certificate, and doesn't care about the group capacity of achieving mission) nothing preventing new player to join the table, grab one item then never come back, so we are ending up with a core team with 1 item each (if lucky) and unable to get a second one, because there is alway a new character coming in the group.

#11

Pauper

Dec 01, 2014 9:47:11

It seems like a fair amount of the complaints in this thread regarding module quality are mainly picking nits -- most of the typos or other simliar issues are things that an experienced DM would be able to catch and clarify for her own use prior to running a mod, and that an inexperienced DM should be able to bring to his organizer for clarification before the event.

 

My own players are very much enjoying the modules, especially the recurring NPCs that help the adventures feel linked in a common story rather than just a series of disconnected adventures. This isn't something that 'just happens', and requires a good deal of effort to make happen. The authors and editors should be given credit for their effort.

 

--

Pauper

(Reply to #10)

Skerrit

Sorxores wrote:
#13

Alphastream

Dec 01, 2014 12:57:22

It is also nearly impossible to catch all of the edits and issues. For example, for one of the early Ashes of Athas adventures we had one primary writer who is an excellent writer and often served as editor. We then had another set of eyes and then I did a final pass. After someone offered to read over it and fix grammatical issues and typos I agreed. When I opened the file I immediately saw something they had missed. 

 

It is not an easy task, by any means, even for talented writers and developers. This is why truly professional editors are amazing when they have just 1-2 errors in a large adventure. Their abilities are simply incredible.