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@paperkoopa

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It still really sucks that the past 20 or so years of mainstream published TTRPG adventure modules have been so bad that to the average TTRPG player today "adventure module" is almost synonymous with "bad." Like, the entire CONCEPT of a non-bespoke TTRPG adventure/dungeon/whatever has been tainted.
If anyone is thinking "well i avoid adventure modules because they're all just linear railroading scripts and take more work from the GM to fix them than it would take to prep new material" - the fact that you think that is the case IS the phenomenon I'm talking about.
There is something else I think I can articulate about why I always strongly prefer a (good) adventure module to something the GM is just sorta throwing together weekly when playing TTRPGs is that a (good) adventure module will often provide a definite goal even if not explicitly, and a goal provides an ending. Not necessarily a definite ending in the story/plot sense (at least not conventionally, because for the very trad-y and OSR-y games I like to play, having the module or GM try to keep things to a plot is very bad) but an adventure module having a necessarily limited scope that is the material itself (the town the mystery is happening in if it’s a Delta Green/Call of Cthulhu/Eureka module; the dungeon and/or nearby town and/or hex map in a classic D&D module; the space station or whatever in a Mothership module; etc.) means that you can play it to your satisfaction and be done with it and then play something else, rather than just playing indefinitely until you or somebody else burns out on it and the campaign fizzles out and fades away right in the middle of some shit the characters were doing.
This means you get to say “that was a fun experience” and then go play something else and experience a wider variety of games. (For everyone who says “I don’t have time or energy to learn another TTRPG system,” the reason you think you don’t have time is because you’re playing a forever campaign that the GM has to spend dozens of hours a month prepping. Playing something of a more reasonably scope, as (good) adventure modules often are, allows you to get what feels like a full and complete experience within 1-12 sessions instead of 100+ sessions.)
You can also return to that game more easily with the same characters that you have probably grown attached to. If you leave off while the party is in the middle of a dungeon and then want to continue that game with the same characters a year or more later, you will have forgotten what the fuck was going on and what shit was around, etc., but if the characters were between adventures all you have to do is establish the new adventure. Sure, you could just say “and then they somehow got out of the dungeon and are now on a new adventure” but that kinda sucks.
The stopping point that comes after “okay they have now explored this dungeon or solved this mystery that was of explicit and limited scope” is also a the perfect time to rotate PCs and/or GMs. You may want to try a new class or something, the current GM may want to play the game as a player, etc. Being between adventures of definite scope instead of perpetually in the middle of a forever adventure is the perfect time for this - and modules also help somebody just jump straight into the GM seat on relatively short notice without having to do too much prep because all a module is is just a bunch of pre-prepped GM prep.
What got me on this line of thought was thinking about how I miss this same sort of thing in video games, and it made me realize I value this in both video and tabletop games.
My mind is a console for TTRPGs, the rulebooks are the game disks or maybe the game engines (it doesn’t translate perfectly but bear with me), and the fact that no game designers but myself (hyperbole) think that it’s necessary to make any modules means that whenever I launch a new game (that I paid money for), press Start, and select New Game, the thing crashes, because there aren’t any fucking levels!
I have to either open the level editor (which may not be reasonably easy to use without instructions or an example level to go off of) and design a level myself before I can play, or ask a friend to do it for me - and that’s work. It’s fun work for many, including myself, but it does take time and energy and is almost always unpaid.
There are video games that have gotten away with shipping with no fucking levels to play, but those games all provide explicit, easy-to-use level editors and dedicated servers to download other people’s custom levels - and pulling up a prepackaged level made by somebody else is really no different from a GM running a dungeon that was designed by another GM, either one paid by the developers as part of their team, or a hobbyist. That’s an adventure module.
Make adventure modules for your damn trad and OSR games! (And of course, make them situations and locations, not plots.)
Do you have any favourite resources on proper module design? The few books I've tried on the matter have tended towards Do Dragonlance! But Quirky!
The best resource for designing mystery investigation adventure modules would be Chapter 5 of the Eureka: Investigative Urban Fantasy rulebook and also Unchained Mysteries by @jburneko. (these two things will give some advice that contradicts the other in a few places, but neither is strictly wrong)
And while I have not personally read it, @jburneko also has a thing about writing dungeon crawl adventure modules called Dungeons and Dilemmas which I am told is also quite good.
What i can tell you about modules (for trad/OSR challenge games) here on this post quickly before clock out time is “write situations, not plots.” Some shit happened or is happening, and then the PCs show up, and the NPCs and environment then react to the actions of the PCs.
It also helps to have some kind of outcome for it the PCs do basically nothing.
It helps GMs a lot to write what we at A.N.I.M. call “actionable information” about NPCs. It’s like “show don’t tell” for RPGs.
If you write “Joe NPC is an asshole,” what youre actually saying to the GM is “make up a character who is an asshole yourself.”
If you want Joe NPC to be an asshole, and don’t want to foist that work on the GM, you could write something like “Joe NPC will sneer when the PCs approach him and say ‘What the fuck do you want?’”
Don’t write “Bill NPC is a coward.” Write “Bill NPC will surrender immediately if threatened. If the orcs attack the town, Bill NPC will abandon his post and hide in the barn.”
You shouldnt write a script, but it helps to throw in like one line of exact dialogue that an NPC will say in a certain situation or in response to certain actions. This is not only “actionable information,” it will help the GM get an idea for the NPC’s cadence and attitude.
For most challenge games, you also should not worry about “balance” and instead just write what would realistically be there and how it/they would realistically react to the PCs. Unlike a video game which has to be beatable within the specific parameters of the programming, TTRPGs allow PCs to at least attempt anything and thus allows for wildly creative solutions to otherwise seemingly impassible problems. The PCs will figure out a solution, or fail, and in a trad/OSR/neo-trad challenge game (this encompasses the majority of RPGs even if not everyone realizes it), failure is a possibility explicitly written into the rules. It is unreasonable to have the attitude of “I know the rulebook says that PCs die when they hit 0 HP, but actually youre supposed to play the game by a different set of unwritten rules where PCs never die.”
The Germans really cooked making "Hobbyless behaviour" an insult. It is both devastating, applicable to a wide range of people and behaviours, and doesn't resort to swearing.
Man ranting on the internet about the Superbowl halftime show or complaining that something is "woke"? Hobbyless Behaviour. Girls mocking another girl for not looking right? Hobbyless Behaviour. Mindless vandalism? Hobbyless Behaviour.
It is more powerful than "get a life" or the English "You're Sad" because it gets to the central point of the matter, and that is wonderful. Danke, Deutsch.
This was a gift a friend requested for is BIL. This based on the Japanese cover. #SSBU #SuperSmashBros #pokemon
this game has me in a chokehold once again

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Gonna give it a shot here and post some of my OC manga. This is the prologue of "Starlit Skies, Moonlit Eyes"~
It's a slice of life, yuri/GL manga about missed opportunities, finding your place in the world, and love. It's the backstory of my two main OCs: Hoshimi Hanae (blonde) and Yukimura Miyako (noirette) and how they met and became a couple. You can find the manga on my deviantArt and my Pixiv as well. Hope you enjoy!
Very sweet! Looking forward to chapter 2!
remember our promise. 🔻
i am massively overdue for a very very good week where not a single bad thing happens and everything is easy
reblog to give prev a very good week where not a single bad thing happens and everything is easy
"HALT! WHERE IS GABRIEL, AND WHAT HAVE YOU DONE TO HIM?!"
Same picture

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Horse figure of the day: Marianne Caroselli "Mama's Boy"
Hello old friend, I sent you out there years ago and you went and spread a lot of good karma, I just need your favour again, help me find some work 🧡
That game with Mario and a door
Hey since a Series Finale is on the horizon, what do you all think that should look like? We're thinking something like one last Lightning Round, although I don't have a theme in mind for it.
We're open to ideas! I'd hate to just peace out with after Silver Screen Summer, so we've gotta plan something!
How about a lightning round where the end goal is to have all created characters be cats that could reasonably be part of the same party? Many systems, one group. One cat could be the leader, another the muscle and so on... The sum of all cats
Apparently one type of deer hunting practiced in the Middle Ages was using “stalking horses” which involves crouching behind horse in a forest and slowly guiding it towards a deer that’s been tracked because deer are not frightened by the sight of other tall quadrupeds and I like how “horses as a form of camouflage” is belongs to the list of uses for domestic horses

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I finished playing of the devil then I closed my eyes and when I opened them again I'd made a fan poster for ep 1. the cyberpunk ace attorney-like with horrible women in it got me what else is new 🃏🖤
not to be overly political and dry, and also not to imply my stances on things have been exactly obscure by diaclaiming that, but recent events have revealed to a startling extent how much the average american's understanding of west asia is about on par with what one could absorb by having the intellectual curiosity of a human sea anemone
the sheer number of opinions that can only be understood by tacking on "the person writing this believes iran is the same as iraq, both of which they cannot distinguish from afghanistan because they sleepwalked through the US War On Terror, and they also believe every Muslim Country is two cities in the middle of an enormous empty wasteland that exists only to be crossed by bandits, governed only by a single head of state who exerts power on his full lonesome" is actually madness inducing