a repeat-use module idea
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a repeat-use module idea
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?
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?
Re: a repeat-use module idea
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.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?
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...
AKA Paul Wolfe
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- finarvyn
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Re: a repeat-use module idea
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.
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.
Marv / Finarvyn
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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: a repeat-use module idea
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.
Re: a repeat-use module idea
Cool! Are you done yet?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.
AKA Paul Wolfe
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In the Prison of the Squid Sorcerer (PDF) and softcover: 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!
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The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 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
Re: a repeat-use module idea
Uh, no.
Re: a repeat-use module idea
How about now?beermotor wrote:Uh, no.
AKA Paul Wolfe
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 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
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 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
Re: a repeat-use module idea
DIAF!
just kidding
just kidding
Re: a repeat-use module idea
Sounds cool, beermotor. I look forward to it!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.
Terry Olson
Re: a repeat-use module idea
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.