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 Post subject: a repeat-use module idea
PostPosted: Thu Oct 18, 2012 6:30 am 
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Cold-Hearted Immortal
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Location: Atlanta, GA
I'm kicking around an idea in my noggin about using procedural tables for a repeat-use funnel module. Rather than have the PCs hear tales of some dungeon nearby to go investigate for treasure and glory, I think I'll use the "bring it to them" idea someone else posted about, and have Ye Olde Village Attack scenario. So, what I envision is, Judge makes a few rolls on some tables and writes down results for:

1. Village NPCs, occupations, population, wealth, alignments
2. Who's attacking, their motivation, alignments
3. Randomized village layouts (this idea probably needs the most work; need to randomly but intelligently fix points where supplies/gear/wealth would be, etc)


Basically, the end goal is a small module that can be reused by the same gaming group later on (and potentially hundreds of times) to go back through a funnel again relatively quickly, or as a quick introduction to the game. Everybody pretty much groks survival scenarios (Red Dawn, The Walking Dead, Independence Day/War of the Worlds, etc) so I think this could work pretty well. Anybody interested in co-authoring? And any of the 3PP interested in publishing? :-)

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: a repeat-use module idea
PostPosted: Thu Oct 18, 2012 12:56 pm 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 518
beermotor wrote:
Basically, the end goal is a small module that can be reused by the same gaming group later on (and potentially hundreds of times) to go back through a funnel again relatively quickly, or as a quick introduction to the game. Everybody pretty much groks survival scenarios (Red Dawn, The Walking Dead, Independence Day/War of the Worlds, etc) so I think this could work pretty well. Anybody interested in co-authoring? And any of the 3PP interested in publishing? :-)


I love the survival scenario...much more than the "you're at the front door of the dungeon" funnel scenarios, but I wonder if your players would get sick of going through essentially the same scenario over and over when they have to bring in new characters.

Why not do a funnel scenario book that, like you suggest, has a randomized set of tables, but that covers more ground -- with the overall intention of "bringing it to them?"

Off the top of my head with a few formless ideas...
  • One or more of the characters have something important stolen from them (or kidnapped from them) -- run a "town" adventure where they have to track X thief back to Y hideout, but all is not what it seems because Z boss is the one really controlling the situation.
  • "Has there been a MURDER!?" -- Someone close to the character/party has been murdered. Who, what, why, when, how... with demons or something.
  • You're in the army now -- the characters are bonded into service/slavery. Escape is the obvious adventure, but there could be others -- if they're press-ganged onto a ship, the ship could crash somewhere interesting, the captain could end up being less than evil and a valuable patron (not THAT kind...OR THAT kind) with an important mission, some sub-plot on the ship could funnel the party, etc. -=OR=- Variation on invasion/survival, the characters are pressed into the local lord's (or local bandit's) military service and sent to destroy a nearby village.
  • Other stuff that I can't think of...

I think if you cast your net a little bit wider, this could be a very useful tool.

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The Mystic Bull: Our new publishing website. Have a submission? PM me.
In the Prison of the Squid Sorcerer: 12 Short Adventures for DCC!
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 Post subject: Re: a repeat-use module idea
PostPosted: Sat Oct 20, 2012 6:47 am 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 5:42 am
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Nice thread, beermotor...

I guess my question is whether it would be best to:
(1) Have a single special module with all of the replay options such as you suggested, or
(2) Create a booklet of replay options which might work for any number of modules.

Both are cool ideas.

I guess I was thinking for #2 that it would be cool to have a book sort of like Dungeon Alphabet called Adventure Replay or something like that. It could have some tables and ideas on how to adapt or adjust modules for re-use. Sort of like the random dungeon generator type stuff.

I don't really have this worked out in my brain yet, and it might not be possible since modules vary so much in style and topic, but it seemed like a cool concept.

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Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
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ADRP Since 1993, 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
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 Post subject: Re: a repeat-use module idea
PostPosted: Sat Oct 20, 2012 7:16 am 
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Joined: Mon Jun 25, 2012 8:01 am
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Location: Atlanta, GA
I'm proceeding with 1. I'm not sure how 2 would work, exactly, but it also sounds interesting. I think I'll have an easier time getting 1 finished though. I thought about trying to make it a system-neutral funnel, but that got tough fast, so I doubled back to DCC-specific.

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: a repeat-use module idea
PostPosted: Mon Oct 22, 2012 10:14 am 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 518
beermotor wrote:
I'm proceeding with 1. I'm not sure how 2 would work, exactly, but it also sounds interesting. I think I'll have an easier time getting 1 finished though. I thought about trying to make it a system-neutral funnel, but that got tough fast, so I doubled back to DCC-specific.


Cool! Are you done yet?

_________________
AKA Paul Wolfe
The Mystic Bull: Our new publishing website. Have a submission? PM me.
In the Prison of the Squid Sorcerer: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile


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 Post subject: Re: a repeat-use module idea
PostPosted: Mon Oct 22, 2012 10:50 am 
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
Uh, no. :-)

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: a repeat-use module idea
PostPosted: Mon Oct 22, 2012 12:20 pm 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 6:19 pm
Posts: 518
beermotor wrote:
Uh, no. :-)


How about now?

_________________
AKA Paul Wolfe
The Mystic Bull: Our new publishing website. Have a submission? PM me.
In the Prison of the Squid Sorcerer: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile


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 Profile  
 
 Post subject: Re: a repeat-use module idea
PostPosted: Mon Oct 22, 2012 12:25 pm 
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Cold-Hearted Immortal
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
DIAF!



just kidding

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: a repeat-use module idea
PostPosted: Mon Oct 22, 2012 10:11 pm 
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Joined: Thu Jul 19, 2012 12:21 am
Posts: 262
Location: California, USA
beermotor wrote:
I'm proceeding with 1. I'm not sure how 2 would work, exactly, but it also sounds interesting. I think I'll have an easier time getting 1 finished though. I thought about trying to make it a system-neutral funnel, but that got tough fast, so I doubled back to DCC-specific.

Sounds cool, beermotor. I look forward to it!


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 Post subject: Re: a repeat-use module idea
PostPosted: Sun Feb 10, 2013 2:31 pm 
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Posts: 1200
Location: Atlanta, GA
Now looking for playtest groups. PM me if interested. If you're going to be running at a con, this may be a nice easy way to run a funnel for intro purposes. I'm shooting for sort of a board gamey vibe, kinda like Dungeon or DCC-meets-Settlers of Catan.

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


Top
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