
Hello again Players! Picture a tile mosaic. The 2-dozen colorful tiles are published Adventure Modules selected by Gold from a mix of sources (mostly considered akin to classic TSR AD&D modules). The grout or filling in between the tiles is the homebrew world, made up from any conflicts or relationships in the setting, which surrounds and over-wraps the modules. You could easily traverse in & out of the tiles, or go to another tile (party's choice). There are many options and different directions. Your character development and context in the world should be ever-present. All our goals are good. Everything in-between modules and over-riding is connected to your personal stories that we develop together as the game goes along. The larger themes involve the homebrew world and your character's development to a higher status. Even within the modules, some of the scenarios should relate to characters in the party. There are a litany of classic and near-classic modules that can help you progress along your way, earning treasure, experience, solving mysteries, eliminating evil threats and assailants, and discovering your character's potential. The adventures may be side-quests for you, or they may be directly related to your PC's goals and aspirations. It will vary, PC to PC and from one session to another. To the best of my imagination as DM, the modules are selected and tweaked in ways to be fitting for the party members, and to suit the group's interests, and to flow neatly (if fantastically) in connection with whatever original goals the party develops outside the modules. There are only my 10-15 favorite modules that would be likely, although I'm reading frequently and could find new inspirations as we are playing. In a way it could be like several modules combine in an arc, and several home-brewed aspirations are achieved along the way, all eventually together in one big saga, one super adventure. That's the lofty goal for the overall campaign. I may be overstating what can be accomplished. We are trying to achieve this, together. I want to ask the Players for written feedback and thoughts on the Published Adventure Modules portion of the overall campaign. Classic Modules Ok? 1. What's your feeling about playing some "classic" or like-classic D&D modules in this campaign? Would you want to? Excited? OK with it? Conditional? (This question is meant in a good way, like "What do you like about the idea of playing modules?") Will you be reading along as we play it? 2. If you notice we are playing an adventure module, will you look it up on the internet to get hints? It's easy with the internet these-days to find the PDF of almost any module. If you hear the DM say some quirky phrase, location name or magic item that obviously comes from the module and not from Gold's imagination, you can just Google it and the module text will probably come up! For free! For some reason this gives the DM pause, feeling that someone's adventures could be spoiled by having knowledge or expectations of what's coming next due to knowing something about the original module, or outright reading-along. Even if the Player is really good at separating Player knowledge from their PC. I'd rather Players have a certain degree of confusion, discovery, exploration, freshness, and non-expectation of the next scenario. The DM will give enough hints when it's needed. I'm being honest, and would like players to be candid with me on this as well. Are there Modules you always wanted to play? 3. If you are excited about modules, you can List a few Examples of some Titles of Modules that you really Want to play? Also mention if you have or would read that module, or if you've never played it, what have you heard about it that makes you want to play that kind of module? (Good things: Saying that you heard good things about a certain popular module but you haven't read the details, or it's been so many years you forgot the details and would love to play it again at this age with the new party... Or if you feel you're really good at separating Player knowledge of the module from in-game expectations?). Note that I'll change things, as DM, in any and every module. Modules known to avoid for any reason? 5. What are some of the modules you've played or over-played? Read or DM'd? What are the ones you'd be spoiled, bored, sick of playing it, or feel like you wouldn't want to play that kind of module? You can just list a few example module titles, if you know any that should be skipped , or just speak generally. In the alternative you can say if you're not bothered and would be happy to take-on any adventure. (This is meant for listing modules to Exclude, Avoid, for whatever reasons, if any). I'm going to answer this one too.. (Next post)