Grouping Connected Modules

Post/Author/DateTimePost
#1

Netmancer

Feb 16, 2010 13:48:21
Hi All!
I'm trying to pick modules for my players that tie into one another. Sometimes this is easy like the Art&Crafts series that combined reward extra XP. But for others, it is hard to know beforehand if events in one module will be used in future modules, and which of them would be good to play directly after one another.

I was wondering if anyone had some advice on this or perhaps a file that shows how the adventures are connected?

Thanks for any help you can give! 
#2

22_Over_7

Feb 16, 2010 14:41:28
This is a good one: www.lfr-oxford.oxif.org/scenarios.html

Doesn't hit ALL possible connections, though.
#3

Greyson

Feb 16, 2010 23:42:09
I'm gonna run an adventure path of sorts for a group of locals. The list of LFR adventures is mostly early adventures, but it works as this particular group has missed all or most of them. See the list HERE. This seems to capture several of the early quests and story arcs up to and slightly beyond paragon levels.
#4

Madfox11

Feb 17, 2010 3:43:21
More people have asked this question. I am looking into getting a blog written in the LFR Community with some advice in this regards. No promises though, since I personally don't have the time and need to recruit somebody to do the writing ;) I will let you know as soon as I know more.
#5

battles14

Feb 17, 2010 8:39:48
I remember seeing at some point a graphical view of all the mods, with lines connecting those mods with a cohesive storyline.

The only problem is that (a) I don't remember where it is, and (b) I don't know how often it's being updated.
#6

Thanlis

Feb 17, 2010 9:23:49
willsfamily.org/games/lfr/mods.html

It's very cool but I don't think he's updating it. Actually, I think Graham reads these boards, so perhaps he'll chime in.
#7

kenobi65

Feb 17, 2010 9:32:41
willsfamily.org/games/lfr/mods.html

It's very cool but I don't think he's updating it. Actually, I think Graham reads these boards, so perhaps he'll chime in.



He does, indeed. I know Graham well; I'll send him a note. Smile
#8

RCanine

Feb 19, 2010 11:23:42
I've got some ideas on this, although my current writing commitments are preventing me from working on my community site. The MINI adventures is the obvious choice, although the one adventure path I recommend is the Loudwater path:
  • Any 1-4 adventure or a MYRE1-1

  • ADAP 1-1: Barrow of the Ogre King

  • ADAP 1-5: Menace of the Icy Spire

  • ADAP 1-2: Scepter Tower of Spellguard (or, as our group called it, Spellguard High)

  • ADAP 1-3: Scepter Tower of Spellguard, pt. 2

  • ADAP 1-4: Scepter Tower of Spellguard, pt. 3

  • CORE 1-10: Dancing Shadows (aka something funny happened on the way home from Spellguard)

  • ... several other H2 adventures...

  • CORE 1-12: Songs of the Heart

That failing, I recommend you run all of the DALE, CORM and DRAG adventures as well as CORE 1-1, CORE 1-11, SPEC 1-3 and (alas, they are no longer available) the WEEK series. While these adventures don't all tie together, they all take place within a smaller geographic region, excellent stories and cameos with many of the same characters.

#9

bgibbons

Feb 19, 2010 11:42:52
The MINI adventures is the obvious choice, although the one adventure path I recommend is the Loudwater path

While it's nice that they all fit together, I would not recommend Barrow or Scepter Tower as an introduction to the campaign.

While obviously YMMV, I would rather not play at all than play Barrow, and Scepter Tower is essentially ten modules, of which eight or nine are nothing but mindless repetitive dungeon-crawling.

Either could be made palatable in the old days of unfettered DME, but I can't imagine playing or running one of them straight.

#10

RCanine

Feb 19, 2010 20:47:14
The MINI adventures is the obvious choice, although the one adventure path I recommend is the Loudwater path

While it's nice that they all fit together, I would not recommend Barrow or Scepter Tower as an introduction to the campaign.

While obviously YMMV, I would rather not play at all than play Barrow, and Scepter Tower is essentially ten modules, of which eight or nine are nothing but mindless repetitive dungeon-crawling.

Either could be made palatable in the old days of unfettered DME, but I can't imagine playing or running one of them straight.



A lot of the Scepter Tower is optional. Some thoughtful DME (e.g. that entrance is blocked, some of the floors are empty) would make it fine. There are some real gems in that adventure.