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Complete Modules to be additive in game (I've seen this closed several times; let's get the votes this time)

Score + 27
I looked and it appears that this has been suggested before, it usually only gets one or two votes and then the suggestion expires.  I'm  hoping to get more support this time.  Or better yet, look up how many times this suggestion (or  variations of it) have been suggested  and count  up the total votes. I bet it has been enough over the  years.  Anyway, the group I'm running is doing the Mad mage.  They have done the first couple of levels in Undermountain and have returned to the surface at Waterdeep.  They want to do something else and  not  just grind down level to level of Undermountain.  I want to send them someplace else; I'm thinking Wildemount.  It would give them some seafaring adventures from Saltmarsh which is able to be added into the game.  But Wildemount  doesn't have that.  It's a base module.   So I would have to create a new game, copy their characters and all their loot, and then reinvite them into the new game.  When they are finished with that continent and want to return to Waterdeep, I would have to copy their current  characters and loot back into the old game. It would be so much easier if I could add Explorer's Guide to Wildemount into my Undermountain game  and just keep on moving.  Please make it possible to install  modules into other modules.
THIS! Why do we need separate games for this? It's ridiculous.
I assume the current system is to prevent game bloat; too many resources in one game can really bog it down. Setting up multiple games can, as you describe, be a pain. Another way is to create a new game with the new module and Transmogrify the content into your original game. That's still a pain, but for the most part  only for the GM.
This would be super helpful!! Another vote for this!!
1659911333
John B
Pro
Sheet Author
It needs to work this way as it can then be added on to an existing game instead of needing to port everything to the other one.
voting for this! I'd love this! Is this how we vote???
This suggestion has already been posted: <a href="https://app.roll20.net/forum/post/8692337/modules-as-add-ons#post-10984037" rel="nofollow">https://app.roll20.net/forum/post/8692337/modules-as-add-ons#post-10984037</a> That suggestion already has 50 upvotes.&nbsp; I'd suggest adding your support there.&nbsp; Preferably enough to blow it up into the 1000+ upvote range.&nbsp; I am also one of the people extremely frustrated by the fact most modules are not add-ons.&nbsp; And on the flip side, you also can't easily migrate scripts across, as well as any variables (like calendars) that you want to keep.&nbsp; You have to reconfigure all your scripts. It's like they want to make things as difficult as possible to run a Campaign , rather than just 1 Module &nbsp;at a time.
1660151431
Kraynic
Pro
Sheet Author
Anthony said: You have to reconfigure all your scripts. And that is likely to remain true.&nbsp; TheAaron had some comments on that sort of thing a while back in the pro forum.&nbsp; <a href="https://app.roll20.net/forum/permalink/9950520/" rel="nofollow">https://app.roll20.net/forum/permalink/9950520/</a>