Just food for thought.
One thing I would like to see...
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
One thing I would like to see...
Once the game is out and rolling for a while. I would love to see GG put out an adventure to rival ToEE or something similar. I know there are a lot of standard adventures on the pipeline and I look forward to playing all of them. But I would love to see a something big, akin to the super modules of TSR that leaves players blown away and feeling really accomplished when they're done.
Just food for thought.
Just food for thought.
"Not all those who wander are lost." ~ JRR Tolkien
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
A couple of thoughts come to mind here:
1. Goodman Games has a history of some big products (boxed sets, hardback adventure books, etc) so I can certainly see something like this on the horizon.
2. It's possible that some of the modules will have some built-in connectivity; if so then running through a sequence becomes a lot like a mega-module. (For example, TSR had the G-series of Giants modules which were seperate but can become a single whole.
1. Goodman Games has a history of some big products (boxed sets, hardback adventure books, etc) so I can certainly see something like this on the horizon.
2. It's possible that some of the modules will have some built-in connectivity; if so then running through a sequence becomes a lot like a mega-module. (For example, TSR had the G-series of Giants modules which were seperate but can become a single whole.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- ThickSkullAdv
- Deft-Handed Cutpurse
- Posts: 195
- Joined: Wed Jul 27, 2011 9:22 am
- Location: San Jose, CA
- Contact:
Re: One thing I would like to see...
The modules I'm writing now is a series very much a series of modules that can be enjoyed standalone or as a longer campaign arc (similar to Giants/Drow series) I suppose the bad part is due to my Real Job I'm writing them about 1 per year, but I'm hoping to increase my productivity to about 1 every 9 months.
Stephen Newton
Thick Skull Adventures
Google Plus, Twitter
Thick Skull Adventures
Google Plus, Twitter
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
One thing to consider is that good modules don't need to be really long. The Giants modules were all about 16 pages each, if memory serves me correctly. The important thing is to set up an interesting situation and figure out a few key encounters. Most of the rest of the modules can be quite generic. That can speed up your writing time a little.ThickSkullAdv wrote:The modules I'm writing now is a series very much a series of modules that can be enjoyed standalone or as a longer campaign arc (similar to Giants/Drow series) I suppose the bad part is due to my Real Job I'm writing them about 1 per year, but I'm hoping to increase my productivity to about 1 every 9 months.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- ThickSkullAdv
- Deft-Handed Cutpurse
- Posts: 195
- Joined: Wed Jul 27, 2011 9:22 am
- Location: San Jose, CA
- Contact:
Re: One thing I would like to see...
Yes, I'm learning that. Haunting of Larvik Island was 20K words (about 15 encounters + wandering monsters) - in hindsight I probably could have shortened a bit or spread into 2 adventures, but I had a specific story in mind and, well, that story required 20K words. That module was based on 4E and essentially takes about 5-6 nights to get through. It will be interesting to see how many nights of gaming the DCC re-mastering will require.finarvyn wrote:One thing to consider is that good modules don't need to be really long. The Giants modules were all about 16 pages each, if memory serves me correctly. The important thing is to set up an interesting situation and figure out a few key encounters. Most of the rest of the modules can be quite generic. That can speed up your writing time a little.
Attack of the Frawgs (which is an "alternate prequel to the sequel to Haunting of Larvik Island... that should make more sense when I post more about it later) is about 6-7K words (about 15 keyed locations with 10 or 11 encounters) and I've found in my platyesting that it is short enough so that most players could probably make it through the adventure in one evening, max two.
I'm thinking 10K to 12K words is going to be the sweet spot for length for DCC module writing, but I'm sure I'll learn more once I get feedback on Frawgs.
Regardless, I've outlined the story arc on paper it's a 4-module series (with Frawgs being a bonus-prequel).
Stephen Newton
Thick Skull Adventures
Google Plus, Twitter
Thick Skull Adventures
Google Plus, Twitter
-
jmucchiello
- Chaos-Summoning Sorcerer
- Posts: 779
- Joined: Mon Mar 14, 2011 3:28 am
Re: One thing I would like to see...
IIRC G1 and G2 were eight pages each. G3 was 16 pages. The collected G1-3 was 32 pages.finarvyn wrote:One thing to consider is that good modules don't need to be really long. The Giants modules were all about 16 pages each, if memory serves me correctly. The important thing is to set up an interesting situation and figure out a few key encounters. Most of the rest of the modules can be quite generic. That can speed up your writing time a little.ThickSkullAdv wrote:The modules I'm writing now is a series very much a series of modules that can be enjoyed standalone or as a longer campaign arc (similar to Giants/Drow series) I suppose the bad part is due to my Real Job I'm writing them about 1 per year, but I'm hoping to increase my productivity to about 1 every 9 months.
- ThickSkullAdv
- Deft-Handed Cutpurse
- Posts: 195
- Joined: Wed Jul 27, 2011 9:22 am
- Location: San Jose, CA
- Contact:
Re: One thing I would like to see...
Well now I just feel long-winded.jmucchiello wrote:IIRC G1 and G2 were eight pages each. G3 was 16 pages. The collected G1-3 was 32 pages.
Stephen Newton
Thick Skull Adventures
Google Plus, Twitter
Thick Skull Adventures
Google Plus, Twitter
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
Well, remember that it's a different age and publishers are catering to a different audience. A monster stat-block used to fill up one line of text of a two-column module but now it takes up several inches of space. Flavor text used to be short and infrequent, now it leads off evey room. A totally different style. If you havn't looked at the old Gygax modules you might peek at some.ThickSkullAdv wrote:Well now I just feel long-winded.jmucchiello wrote:IIRC G1 and G2 were eight pages each. G3 was 16 pages. The collected G1-3 was 32 pages.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- ThickSkullAdv
- Deft-Handed Cutpurse
- Posts: 195
- Joined: Wed Jul 27, 2011 9:22 am
- Location: San Jose, CA
- Contact:
Re: One thing I would like to see...
Oh, I agree, I was only half-joking. I actually have most of the old modules on PDF (you used to be able to pick them up on pdf before 4E came out) and their lack of flavor text is pretty amazing. Some of the flavor text that was included was pretty funny (a random table to figure out what's the giant's bags hanging on pegs.)finarvyn wrote:Well, remember that it's a different age and publishers are catering to a different audience. A monster stat-block used to fill up one line of text of a two-column module but now it takes up several inches of space. Flavor text used to be short and infrequent, now it leads off evey room. A totally different style. If you havn't looked at the old Gygax modules you might peek at some.ThickSkullAdv wrote:Well now I just feel long-winded.
That said, I believe the original Tomb of Horrors was only 12 pages. You can pack a lot of adventure into 12 pages.
In fact, I also have the PDF of the Silver Anniversary G1-G3 Liberation of Geoff module and the flavor text in that module was also pretty good in terms of flavor text (it was actually very interesting as they squished the modules, as originally written, in between larger fluffier encounters). (Don't get me started on the 4E "Revenge of the Giants" version I have as well...)
I think it would be interesting to see how a "shot for shot" homage-module would hold up today (and by shot for shot, I would mean, same number of rooms, monsters, and ratio of flavor text).
Stephen Newton
Thick Skull Adventures
Google Plus, Twitter
Thick Skull Adventures
Google Plus, Twitter
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
I assume you are only thinking of the text. Tomb of Horrors came with a big thick book of illustrations as well. They were great visual aids. The players would come to a certain part of the dungeon and you could say, "you see THIS!" and show them the picture. Awesome idea, and one I'd like to see DCC emulate some time.ThickSkullAdv wrote:I believe the original Tomb of Horrors was only 12 pages.
Agreed. I think there are a decent number of "old guard" gamers who would enjoy this sort of thing. And it would be a nice change of pace for some of the newer gamers. Very minimalistic.ThickSkullAdv wrote:I think it would be interesting to see how a "shot for shot" homage-module would hold up today (and by shot for shot, I would mean, same number of rooms, monsters, and ratio of flavor text).
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
Re: One thing I would like to see...
Sutherland's and Trampier's illustrations in S1: Tomb of Horrors are worth far more than boring word-walls. I have little patience and no time for pointless RPG art of the "look at the adventurers posing" type. Instead, RPG art should illustrate weird and unusual places, things, and monsters. When RPG art does that, it is very useful indeed.
Click here to purchase my five AD&D modules.
Each of these modules is self-contained. No other books are required other than the three AD&D rulebooks (or a similar set of rules if you prefer).
Click here to purchase prints of Luigi Castellani's cover art for these modules.
Each of these modules is self-contained. No other books are required other than the three AD&D rulebooks (or a similar set of rules if you prefer).
Click here to purchase prints of Luigi Castellani's cover art for these modules.
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
And when I look at some of the maps and artwork for DCC I'm reminded a lot of the stuff in S1. I'd love for Goodman Games to put out a tribute module with artwork desinged as player handouts like S1 did. I think we have the kinds of artists on board already who could really rock a project like this!Geoffrey wrote:Sutherland's and Trampier's illustrations in S1: Tomb of Horrors are worth far more than boring word-walls. I have little patience and no time for pointless RPG art of the "look at the adventurers posing" type. Instead, RPG art should illustrate weird and unusual places, things, and monsters. When RPG art does that, it is very useful indeed.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- GnomeBoy
- Tyrant Master (Administrator)
- Posts: 4128
- Joined: Fri Mar 10, 2006 1:46 pm
- FLGS: Bizarro World
- Location: Left Coast, USA
- Contact:
Re: One thing I would like to see...
finarvyn wrote:I'd love for Goodman Games to put out a tribute module with artwork desinged as player handouts like S1 did.
Have you read all the way to the back of the DCCs???
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
- finarvyn
- Cold-Hearted Immortal
- Posts: 2599
- Joined: Fri Jun 26, 2009 3:42 am
- FLGS: Fair Game, Downers Grove IL
- Location: Chicago suburbs
- Contact:
Re: One thing I would like to see...
I know that each DCC module has a few art pieces, and I love them. That's one thing that makes them better than almost anything else on the market.GnomeBoy wrote:finarvyn wrote:I'd love for Goodman Games to put out a tribute module with artwork desinged as player handouts like S1 did.![]()
![]()
Have you read all the way to the back of the DCCs???
However, TSR's S1 module has 33 of them for the same dungeon.
Have I missed a DCC module with so many? I know that I don't have them all....
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
- GnomeBoy
- Tyrant Master (Administrator)
- Posts: 4128
- Joined: Fri Mar 10, 2006 1:46 pm
- FLGS: Bizarro World
- Location: Left Coast, USA
- Contact:
Re: One thing I would like to see...
I don't know of any with that many, though I can't say I've counted. And I'm assuming CW doesn't count, since it's count of everything is higher.finarvyn wrote:I know that each DCC module has a few art pieces, and I love them. That's one thing that makes them better than almost anything else on the market.
However, TSR's S1 module has 33 of them for the same dungeon.
Have I missed a DCC module with so many? I know that I don't have them all....
If there were plans to make a module with that many illustrations, perhaps they could just turn out a few additional illustrations and give us an animated DCC movie to watch...!
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
-
jmucchiello
- Chaos-Summoning Sorcerer
- Posts: 779
- Joined: Mon Mar 14, 2011 3:28 am
Re: One thing I would like to see...
As a side note, Enworld has a long thread where we discuss the presentation of Tomb of Horrors. It is a room by room dissection of the module. The OP wanted to know why it was considered a great module and we point out that great is relative. Since ToH was initially written for a 1975 con. It's worth reading even at 39 pages and still growing (were a few encounters short of the ending at the moment). Be aware though that the places where the Tomb makes little sense are derided. This is not a fanboy review of the module.
http://www.enworld.org/forum/general-rp ... where.html
http://www.enworld.org/forum/general-rp ... where.html
- Klyngster
- Far-Sighted Wanderer
- Posts: 37
- Joined: Sat Mar 10, 2012 3:01 pm
- FLGS: I'm Board! Games
- Location: Madison, Wisconsin
Re: One thing I would like to see...
I'm looking forward to 'Attack of the Frawgs'.ThickSkullAdv wrote:Attack of the Frawgs (which is an "alternate prequel to the sequel to Haunting of Larvik Island... that should make more sense when I post more about it later)...
...Regardless, I've outlined the story arc on paper it's a 4-module series (with Frawgs being a bonus-prequel).
Is 'Haunting of Larvik Island' one of the four modules in the series? Will you be converting it to the DCC RPG? How 'Appendix N' is it right now?