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#adventure module
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Advanced Dungeons & Dragons: Dragonlance - New Beginnings Adventure Module Cover Art by Jeff Easley
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anim-ttrpgs · 9 months
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We are, like, 1-2 days off from being able to send our second completed adventure module off to playtesters. Maybe Monday or Tuesday of next week at the latest. Then, we will continue work on the FREE DEMO of Eureka: Investigative Urban Fantasy.
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roll-a-d3 · 5 months
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Here is a very old shot of a thing we would do. With Pathfinder, a lot of bonuses don't stack and it becomes important to keep proper track of these things. You can keep track of your own well enough but when you're running with a group of 5 players or more... yeah. So, we did this, we write out most used spells and their effect down and put it infront of us, facing the table. The idea is that this kinda stuff would be visible on our characters by magic anyway and this was just a player way to see it without asking every round.
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1-50thofabuck · 4 months
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Review of "Hamlet of Volage," Adventure Module V1 from BRW Games for Adventures Dark and Deep.
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I love printed gaming materials. I adore published modules that have a distinct old-school look. If I see such modules being offered, I generally purchase them, for my own collection and to support small publishers. They usually don't cost too much.
Modules with witches, fae, conspiracies and/or cults are another selling point for me.
Case in point: I purchased each of the V series modules by BRW games before they were published in print, so I got each as a PDF with the printed book to be sent later when completed. The stories revolve around different covens of witches, existing in secret(naturally) and warring among themselves.
Take the incredibly small hamlet of Volage. At least one coven exists here, most of them living normal, public lives, while members of other covens either live within, or visit frequently, to keep tabs, act as spies and everything you'd expect of such a scenario.
As I'm running this module for a system that we're play testing for publication by Penny Thought Exchange, and this happens to be an anthro based system based loosely on our Steal This Game! public domain engine, I ran the module as "The Hamlet of Vole Lodge: The Haunting of Pell House." None of these kinds of changes affected the module's play too much. Since characters are animal based, they do have access to abilities that run of the mill PCs in other games might not, but we try to balance these abilities as a part of character creation. Also, the NPCs, including the baddies, get these also, so it levels out. Otherwise, it's largely cosmetic, as NPCs are assigned an animal type and fitting description.
Because the module has so many NPCs and information on the town, I printed these out and affixed them to standard paper sized cardboard for quick reference. It also made it easier to track my own additions, such as what animal types the various NPCs are.
All that said to prepare for the review proper, I have to give one last bit of insight. I was running for a very small group, and certain among them are known to get frustrated quickly if leads and clues aren't given to them easily or frequently enough. Thus, I'm not sure in certain places where the problem may lay with the module or with the sensibilities of certain individuals, though in at least one case the problem is certainly the module's, as I will describe as we continue.
Within a day or so in the hamlet, there was already grumbling that nothing was turning up of any real interest. Most of the supernatural occurences, as the PCs felt, were rather mundane, unprovable, or non sequitur to their investigations. Blankets getting bedbugs and such seemed normal enough. Sheep being attacked by wolves and then vanishing is a bit odd, but not enough to jump to suspicions of witchcraft, and seemingly not enough to investigate at any rate. The module itself didn't suggest or describe any methods of doing so or anything learned if PCs did, but it wasn't relevant since they were disinterested in doing so. Every cat being found dead was more mystifying but another case of "what are we supposed to do about it?" People getting sick, people falling off ladders, all seemed like a typical string of unfortunate but not distinctly magical occurances.
They decided to spend the night in the cemetery, where only one random event took place, a weird fog or mist which I tried to play up as much as I could. When all was said and done, however, it was more of the same: "Weird, but nothing we can learn anything from and seemingly unrelated."
The group decided that after another day or so if they didn't come across something of more interest they were going to bail. I still had two more modules and they were ready to quit before getting more than a day into the first. I ended up throwing in a clue not in the module to keep them in, though I regretted throwing bones like that simply because the PCs became disinterested. Still, I really wanted to continue the module, so I did so. To some degree, two of them, but the details of those aren't very important.
They decided to keep an eye on some of the young ones of the hamlet who had been rumored to run off into the woods some nights, and follow them.
Around this time, I decided to look into the next module. It shouldn't be necessary. Each were published at different times, and are supposed to be playable independently. Yet the second module gives details of great importance: the way the Pell family is butchered. V1 simply says they were killed violently. The second reveals that the attack has the hallmarks of an animal attack, yet they got into the house at night, somehow, and left without being seen. Now that gives some serious indication of some supernatural going's on. Too bad V1 decided we didn't need to know!
After telling the players about this new info, they became much more convinced of supernatural tomfoolery, but still felt about the same as they did - follow the young ones next time they run off, if that doesn't lead to anything, we leave.
I don't believe the module tells you what night the young witches go to their esbat, but an NPC suggested the night of the new moon, so the PCs kept special notice that night. One of the bones I threw in to keep the adventure going.
In the end, they got noticed while trailing the girls, but the witches pretended not to notice. They completed their esbat, getting new familiars and other boons before revealing their awareness of the PCs.
The battle didn't last long. The PCs got destroyed. However, it was a small group, and my suggestions of getting retainers and mercenaries to boost their numbers fell on deaf ears. I do not fault the module for their loss whatsoever.
At the moment, I'm running my own revision of an old adventure I wrote(I shared a little taster of it a bit ago), but afterwards, I hope to jump to V2 and see how that one goes. If it works out well, on to V3, or perhaps my sequel idea to the module I'm rewriting now, and then V3. If V2 goes poorly, I suspect I will abandon the series and leave them to look pretty on my shelf.
If you like OSR adventure modules, despite my less than stellar success, you can't go too wrong for a $4 PDF. https://preview.drivethrurpg.com/en/product/373537/Adventure-Module-V1--The-Hamlet-of-Volage
Addendum: While looking for a quick cover image to put at the beginning of the review, I came across tenfootpole's review. I often agree, sometimes strongly disagree, but generally find their reviews entertaining either way. Looking to see if they hailed it as a masterpiece and realize I'm a big dummy, oh boy did they not find it impressive. Strong language warning for those sensitive to that kinda thing. Their agreement does not make me right, but I'm gratified that at least it wasn't just me who was kind of bewildered by a lot of the adventure.
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melonbear51 · 8 months
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So a good chunk of you might know me for my VTM content, but I’m also a huge fan of D&D 5E. As a creative writer whose ideas tend to multiply like rabbits, I’ve always wanted to write an adventure for it.
Well…
I DID IT!!!
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I’m proud to present to you Funeral Flowers at The Festival, a 5e adventure for players of 8th level. If you love mysteries, horticulture, and horror, this one’s for you! Trigger warnings are included on the first page or so of the PDF preview. Granted, this is my first attempt at creating one of these, so it’s not perfect, but I’m happy with it nonetheless. If you do decide to pick up a copy, I’d love it if you could review so I could hear your thoughts. Feel free to shoot me a message on here as well! Here’s the link.
Many thanks to the folks over at TTRPG University for their amazing course, and my amazing classmates who also created their own wonderful projects!
To all my fellow VTM fans, I hope to write for the World of Darkness in the future, so don’t you fret. And as always, thank you for sticking by me 🥰
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sprintingowl · 1 year
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Sleighing Song Of The Murderclaus
Because it's the season, this is a 25 page system-neutral hexcrawl about being hunted by santa.
Basically as you fend him off he keeps coming back stronger, eventually unlocking beartraps, a poisonous jellyfish tendril sleigh, an army of elves, missile barrages from his steamboat, and more.
The system-neutral part means everything is written in key terms that can be translated into other systems. "HEAVY" means something has lots of HP, AC, or some other form of staying power. "ABERRANT" means something has an ability that breaks the normal rules of the game. Etc.
There's also branching endings, random encounters, an optional multipart sidequest where you fight the Yule Lads, support for playing the module as a cat-and-mouse horror instead of heroic fantasy, and more. Lots, lots more.
Honestly, I've never written anything this garishly christmasy, and I'm pretty sure I will never top it. It's free, and I hope folks enjoy it.
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derkastellan · 1 year
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Musings: Good luck finding adventure modules!
I originally come from two corners regarding roleplaying, the German The Dark Eye system as it existed in its 1e and 2e incarnations, and playing AD&D fantasy computer games. This built an expectation into me that ready-made playing material would always be available, an expectation I find increasingly thwarted in today's RPG market.
The Dark Eye - I'll use the German acronym DSA going forward to ease discussion - is one of the most well-supported RPGs in the history of the tabletop RPGs. It features hundreds of adventure modules tuned for a certain range of levels, so you can basically pick up one, read it, and run it. It's probably the most well-supported system in general, brimming with setting books, books covering meta-plot development (after it had one), etc. This is not only a good thing, though...
One time I joined a local group, playing through a pre-made adventure campaign. Not only was it impossible to leave the rails (when I tried the obstacles quickly mounted as the GM had achieved her "goal" for the scene), and people actually started to discuss, while playing, where they were in the current meta-plot right now and somebody went to the long line of books on a nearby shelf, pulled one out, and delivered some meta-plot regional info so everybody was on the same page. They basically knew the outline of the story they were playing, going through pre-made motions, having played this before, or read it. I don't know. But it definitely was one of the most bizarre experiences I ever had playing, and I left after two sessions. So, yeah, you can support a game until it stifles all initiative in players, and this has progressed well with DSA, no doubt, making it a rather extreme example.
The other experience were the games now known as Gold Box series. Built mostly on the original Advanced Dungeons & Dragons 1st edition (1e) game for its engine, the publisher brought a good amount of content for several of D&D's worlds - the Forgotten Realms, Dragonlance, and - to some extent - Dark Sun. A lot of it was combat, but even the first game, "Pool of Radiance", included an amazing system of scaling the challenge and it even changed some of its quest areas depending on when in the game you tackled them. (I'm not sure any other game at the time did that, it probably was very revolutionary in 1988.) Only the first two installments (the other one being "Curse of the Azure Bonds") saw release as TTRPG modules.
D&D is of course the other system with a history of being supported by adventure modules, lavishly so during the TSR era (up to the mid-90s). Which is funny - apparently nobody at TSR initially anticipated such a need. When people kept asking, they ended up releasing their tournament modules as write-ups. That goes a long way towards explaining why the "Tomb of Horrors" is such a meat grinder. It was meant to be one - for measuring one's mettle against other groups which ran through the same module, the end result being put into a score for comparison. In this sense, modules in D&D were off to a bad start as well, and maybe D&D altogether. Born from miniatures wargames it took quite a while until the game introduced resolution mechanics for non-combat stuff, and it is still one of most combat-heavy games around. I remember one 4e player asking me whether I found Savage Worlds too light-weight in tactical options, a game that was specifically written to shorten the endless high level combat encounters of the Deadlands Classic role-playing game while retaining the action elements. (And one I prefer - both in what to run and over 4e.)
Fast forward to today
So, growing up with such systems, I would have expected there to be an ever-expanding amount of support for games. I mean, given the grumpy mumbling of old-school grognards on their forums on kids these days and their premade adventure modules and "stories" you would think we would drown in play material ready to go.
But if I look at what's actually on my shelf, the reality is quite inverse. The recent/current systems I see that actually had significant publisher support are
D&D 5e,
Dungeon Crawl Classics (DCC),
Lamentation of the Flame Princess (LotFP),
the three Star Wars RPGs by Fantasy Flight Games,
Chaosium's Call of Cthulhu,
Pelgrane Press' GUMSHOE games (especially Trail of Cthulhu and Night's Black Agents),
Modiphiüs' Conan 2d20 and Achtung! Cthulhu,
Delta Green, and
The One Ring.
This seems a sizable list, but when I look at most games lined up behind me, I see the majority follow a different structure:
A core rulebook if it has its own system, and/or...
A setting guide, and maybe...
A companion to the core rulebook with more player options, and probably...
One or (at most) two adventure collections.
Many games in fact never make it beyond a book comprising options 1 and 2 in the same volume.
A (not so) short detour
I was reminded of this situation recently because I'm currently reading the Dragon AGE RPG by Green Ronin. As I prepare for play in a world I only somewhat remember from the first computer games, I would have appreciated some adventure modules to run or take inspiration from.
But to be fair - do I need it? One role modules play is that they give you many example encounters you can emulate. They show you how somebody with experience in the system structures a combat encounter, how many monsters is a good match, maybe it also introduces custom monsters as well. (It also shows how stories derive from the general lore of the setting.)
So I checked what the rulebook offers me in terms of advice for building encounters and monsters on my own. And this is usually where most systems that aren't D&D fall flat because you get shoddy or incomplete advice, or advice that barely works. (Looking at you, Shadow of the Demon Lord... even though you at least had some. I just don't like you, that's all.)
So, don't color me surprised that the hefty 441 page tome contains only 2 pages on encounter math, though to be fair it gives you a good guide to computing it yourself and some solid pointers. But it also comes from yet another game designer too lazy to distill their own work into a ready-to-use format. I say lazy because it would definitely require a lot of work to make something lean and mean to use. (And even 5e's system - or two systems - refined by several people, doesn't work that well, really.) But you can use it, even though presentation is prose without examples. A shoddy job, but something you can work with.
And monster design? [Insert sound of sad trombone here.] While you get almost fifty pages of adversaries and quickly usable advice how to vary them, you won't find any actual guidelines for making your own and assigning a threat level to them. Just to be sure, I also checked in the Fantasy AGE game which generalizes the system. I eventually found the needed information in the Fantasy AGE Campaign Builder's Guide, a solid 10 pages with a guided example. But to put this into context - the first Dragon AGE boxed set was published 2010, the Fantasy AGE Basic Rules in 2015, and the guide I mentioned in 2019! So, you had to wait 9 years to get this info, published in what technically is another game? What gives, Green Ronin?
So yeah, modules can help. And again Dragon AGE does neither really good or bad on that front. What they mostly don't do is publish individual modules. Here's what I found:
The Dalish Curse (originally part of Set 1, now a free download, 2010)
An Arl's Ransom (included in the Quickstart, free download, 2011)
A Bann Too Many (included in the Game Master's Kit, 2010)
Buried Pasts (included in the revised GM's Kit, 2016)
Invisible Chains (contained in the Core Rulebook, 2015)
The Autumn Falls (originally part of Set 2, now included in Core Rulebook, 2011)
Battle's Edge (originally part of Set 3, now included in Core Rulebook, 2012)
Amber Rage (in the Blood in Ferelden adventure anthology, 2010)
Where Eagles Lair (in the Blood in Ferelden adventure anthology, 2010)
A Fragile Web (in the Blood in Ferelden adventure anthology, 2010)
Duty Unto Death (an actual stand-alone module! 2013)
That's basically it. To put it into context - the game was originally split into Set 1 (levels 1-5), Set 2 (levels 6-10), and Set 3 (levels 11-20). So adventures 1, 6, and 7 were originally included in three different sets to buy. All adventures listed here are for levels 1-5 except for 6 and 7!! When the game came out, you essentially had four adventures you could run if you bought Set 1 and the anthology.
What you basically don't see is a continued support with stand-alone modules. You get them from buying the GM's Kits, the core books, and a multi-adventure anthology. I would also be fine if they ever released another anthology. But this is basically what Green Ronin does - or rather, what they don't do. (Fantasy AGE barely managed to scrape out a book per year until you finally had the basic set of books - rules, monsters, companion, campaign building.)
Reflecting our current reality
If you want to get material for pickup games, episodic stuff, isolated storylines, you are better off selecting your publisher and game to match that desire.
Some publishers only give tacit support to their product after release, while others keep pushing product. If you look for publishers who actually support (some of) their lines, you could check these out (in no particular order):
Modiphiüs (especially Achtung! Cthulhu and Star Trek Adventures)
Paizo (Pathfinder is probably the RPG with the most content to support it available to buy in print and heavily dedicated to the concept of the "adventure path")
Son of Oak Game Studio (City of Mist is probably one of the best-supported newer games!)
Chaosium (Call of Cthulhu has an endless amount of modules if you don't mind most of them being in electronic form now)
Pelgrane Press (Trail of Cthulhu has lots of modules and collection books, Night's Black Agents less but still some and especially collections/campaigns)
Goodman Games (Dungeon Crawl Classics and Mutant Crawl Classics specialize in releasing lots of modules)
Arc Dream Publishing (Delta Green has many adventure and campaign books by now)
Monte Cook Games (Numenera especially had a steady stream of material, not necessarily as modules, though)
Wizards of the Coast (D&D 5e has whole campaigns published but also a few adventure collections by now)
Pinnacle Entertainment (but only for their Deadlands series)
There's also publishers that have proven a risky bet in this regard (which is a shame given the quality of the content):
Green Ronin (slow release schedule, and of course: see above)
Pinnacle again (it's hard to predict which of their settings they will support and for how long - East Texas University (ETU) for example seems to have seen support, other series get nothing after their initial Kickstarter/crowdfunding, it's rather unpredictable - it's safest to expect nothing else to come after)
Atlas Games (Over the Edge has many modules - but only if you consider the old editions. Not much surrounding their new editions of existing games. You basically can expect that anything they release to center around their core books now and not much to come after - with Ars Magica being the positive exception)
[EDIT:] I originally listed Free League Publishing here. I was incorrect about this. Having checked their website I noticed that they issued new material for several of their games, and lots of modules of their own, even if only in PDF. They're just not pushing everything to Kickstarter nor do they mail previous backers with new releases like other publishers do. Maybe because these weren't crowdfounded. Doesn't matter. I retract Free League from this list.
I'm not trying to diss these companies, I wish they had published more stuff! It's just that their business model does not seem to include a large amount of continued support, in spite of them being surely in the middle tier of publishers. And that doesn't even include the many games that exist as core books only and their respective publishers.
A New Hope?
However, there is one more option - the companies that have opened up to third party publishing - either as content creator programs, as official licensees, or similar things. The degree to which you can use their official IP varies - sometimes you can use their rules, sometimes some or all of their settings, etc.
A good place to start is here.
The problem, of course, is that you won't know who makes quality content and who doesn't. Whether you opt to wade through the deluge of 5e third party content or the official Dungeon Masters Guild, you will probably find something to strike your fancy, but also much that is best left by the wayside.
While I have published 2 1/2 modules as a licensee for Goodman Games as well, I see this type of content as trial and error. If it's "fan made," it's often very hit-and-miss. And each third party publisher has their own merit or lack thereof.
What I definitely didn't miss was the endless amount of 3e splatbooks (especially regarding character options) - and they're back in force. What you will find in abundance are dubious custom-made classes for every taste (or again, lack thereof) with no guarantee they balance well with anything. As for adventures, the only way to know is reading samples and sinking some money into PDFs you might never use. Probably the fate of most RPG collections, though...
While publisher-made content isn't a guarantee for quality, professionals paid to write usually bring some qualities to the table that amateurs might or might not have. Your mileage may vary, but a book adhering to an established formatting and branding is not only useful, but more often than not also aesthetically pleasing. And though high-quality fan- and third-party-made content does definitely exist, the art is in finding it among the throng.
Conclusion
If you don't intend to write all your content yourself, picking a supported system might save you a lot of headache.
Even if you write your own content, you might want to consider if your system actually supports you meaningfully in doing so. Books that wax poetic for pages on end about story structure will leave you flat if they do not also contain usable advice for building encounters, adversaries, or challenges considering the system at hand. (Worst offender here: Pinnacle Entertainment. Savage Worlds is great, but they give you nothing except for a few words excusing themselves as to why they gave you nothing. For shame.)
We seem to live in an age of role-playing game abundance, but if you take a second look, you notice a lot of it are unsupported games that see a corebook release and a second volume to accompany it at best. Publishers that massively support their games are few and far between - though my list above is hardly comprehensive. I, for example, left out White Wolf/Onyx Path in spite of the lots of material because I know too little about the World of Darkness lines to comment.
It's just like with finding players. Sometimes you end up running something that isn't your favorite because it gets the job done - whether the job is finding actual people wanting to play it or if it is minimizing your prep time through available material. The scarcity of prep time is something publishers ignore at their own peril, though, and it will come back to bite some of them eventually.
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striderstable · 1 year
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[id: front cover of dungeons and dragons third edition adventure module the sunless citadel by bruce r. cordell, featuring artwork of a party of adventurers in the midst of a battle surrounded by fog in the twilight grove before the ancient twisted and evil gulthias tree. /end id]
This was the first D&D module I ever bought (as opposed to played, found in someone's trash, or received as a gift).
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legionofmyth · 9 months
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MUTANT: Elysium - Biomechatronics
🎲 Embrace cutting-edge technology with character biomechatronics in MUTANT: Elysium tabletop RPG. Enhance your abilities in the post-apocalyptic world! #MUTANTElysium #TabletopRPG #FreeLeaguePublishing #TTRPG #RPG
MUTANT: Year Zero – [PDF]MUTANT: Elysium – [PDF] Embrace cutting-edge technology with character biomechatronics in MUTANT: Elysium tabletop RPG. Enhance your abilities in the post-apocalyptic world! Experience the post-apocalyptic world of MUTANT: Elysium, the tabletop RPG by Free League Publishing. Set in the same universe as MUTANT: Year Zero, this gripping roleplaying game plunges players into…
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martianmuckraker · 11 months
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Pestilence and Paranoia
The May release (I am aware its June, but preparing for PlayRole took precedence) for “Under a Hostile Sun” is live! This months short-adventure will have the players confronting a medical disaster. It is a tale of space colonies facing a plague, each blaming each other. Where did this disease come from? And can we cure it in time? Features New map Three-page GM notes Players will have to…
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daniellejlinder · 1 year
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My first supplement for Pathfinder 2 is finished and playtested! Includes rules for playing Griffon characters, although the scenario could be run for regular humanoids too :)
The adventure module is available on my website: https://www.daniellelinder.com/product/guardian-griffons/
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DL4: Dragons of Desolation Cover Art by Keith Parkinson
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anim-ttrpgs · 7 months
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Preview of Adventure Module Checklist/Guidelines for November Eureka: Investigative Urban Fantasy Game Jam
The following are rules and guidelines for what makes a good adventure module for Eureka: Investigative Urban Fantasy. These are the guidelines that our team use internally when creating adventure modules; apologizes for the fact that they are in a weird order. They are not listed in order of importance, all of them are important. However, the ones marked “mandatory” are mandatory to follow for the game jam. Any game jam submission which does not follow the mandatory guidelines listed below may be rejected by our team.
This “game jam” is primarily for adventure modules to be run with Eureka: Investigative Urban Fantssy, and will include a blank template adventure module for you to use, but you don’t have to use the template, and if you have a submission that is not an adventure module but otherwise fits with Eureka, we will consider it. These preview guidelines are also just a preview and may be changed before we officially announce them closer to the beginning of November.
We will announce the prompt/theme for the game jam on or near November 1st and will close submissions on December 1st.
Submissions will be reviewed by our team and posted for anyone to download for free. We do not own anything that you submit to us, it remains yours, and you may contact us and ask us to remove it at a later date.
Guidelines below. (The ones marked “Mandatory” are mandatory for the game jam submissions, and your submission may be rejected if the mandatory guidelines are not followed.)
Full NPC stats including Morale. (Only has to include Physical Skills) See: Chapter 2 (Mandatory)
Refer to players and investigators separately. See: Chapter 1 (Mandatory)
Descriptions and other things meant to be read allowed to the players must be written using third-person verbiage. (“He/She/They/The Party see...” not “You see...”) See: Chapter 1 (mandatory)
Woo Roll Elements noted on any location that a shootout might occur in. See: Chapter 4
Something for monstrous investigators to find or encounter while hunting alone at night. See: Chapter 8
Chase Scene nodes and obstacles on all or most maps where a Chase Scene might possibly occur. See: Chapter 6
Bathrooms in buildings
Full descriptions of every place that relevant clues could be found in, which mentions various points of interest that might be examined more closely. Also, suggestions about which skills should be used to get more information out of these points of interest. See: Chapter 1 (mandatory)
Must have a hook that will allow and incentivize any party of investigators to reasonably get involved. (Mandatory)
No hateful stereotyping, hate speech, or hateful attitudes towards any race, religion, nationality, sex/gender, etc. NPCs may portray, present these attitudes, or act on these attitudes, but the authorial text should not. (Mandatory)
Page numbers and table of contents. (Mandatory)
Some sort of mystery to uncover or horror situation to escape, or both. Should not be a dungeon crawl. See: Chapter 1 (mandatory)
The module should not assume the investigators are police, or assume that they are part of any other official organization. See: Chapter 1 (mandatory)
Outcomes written out for Full Success, Partial Success, and Failure on specific rolls in situations, as well as what Skill(s) should be used there. See: Chapter 1 (mandatory)
What happens if investigators do nothing, die, or otherwise completely fail in their goals? Complete failure must be a possibility. See: Chapter 1 (Mandatory)
The module should not assume or insist that the investigators visit locations or talk to NPCs in a specific order, or otherwise have a strictly laid out plot. It should instead have clues the investigators can find that will incentivize or direct them to decide to go to different places and situations of their own free will. See: Chapter 1 (mandatory)
Composure Modifier suggestions for frightening situations that do not fall into any of the fears on the fear list. See: Chapter 1
At least six pregen investigators with full stats, including fears. These pregen investigators should, usually, not be mages or monsters. See: Chapter 2
No masquerade. There exists no world-wide or nation-wide conspiracy to hide the supernatural from the public. The supernatural is hidden from the public only by the fact that it is exceptionally rare and that many supernatural people have good reasons to keep their true natures a secret. See: Chapter 8 (mandatory)
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roll-a-d3 · 5 months
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Over the years, I was sorta talked into Initiative being a massive problem that not even the brightest minds could keep in order. Looking back, Init ain't shit and I regret being so anxious about it for a while as I started DM'ing. A player bought this thing and we've only used it twice. Pen and paper scribbles were still better.
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fayeferre · 1 year
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A ttrpg module I'm working on for the game Siren Squad!
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sunspriite · 4 days
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been thinking about taz recently
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