How many new monsters/spells/magic items should be in a mod?

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miller6
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How many new monsters/spells/magic items should be in a mod?

Post by miller6 »

At present, new mods are limited to 3 new critters each. As those of you who've read my killer caves mods may have seen, I like even more than that...and new spells and magic items. I base my opinion on the fact that I loved the AD&D mods where Gygax loaded 'em with new creatures or spells or items (i.e. S4 - Lost Caverns of Tsojcanth, S3 - Barrier Peaks).

How many of each do you think should be the minimum or max for modules? I'm curious to hear what others have to say on the topic.

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Post by DangerDwarf »

I like 2-3 new critters. 3-4New items and maybe 1-2 new spells.

In a 24 page module, I prefer more module. Bump up the page count and okay, you can squeeze more extras in.

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Post by Breakdaddy »

Yeah I dont necessarily need a ton of new creatures or spells, and Im stingy with the magic but don't mind seeing any of em in a new module in moderation. I would say no more than 3-4 new creatures, a new spell or two, and maybe a couple of new magic items.
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Post by meepo »

DangerDwarf wrote:
I like 2-3 new critters. 3-4New items and maybe 1-2 new spells.

In a 24 page module, I prefer more module. Bump up the page count and okay, you can squeeze more extras in.

This sounds about right for me as well. Though I could give or take on spells. They tend to be either overpowered or underused when compared to "player favorites", anyway.

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Post by DangerDwarf »

meepo wrote:
Though I could give or take on spells. They tend to be either overpowered or underused when compared to "player favorites", anyway.

Agreed.

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Post by PeelSeel2 »

Whatever it takes for the story to come to the authors creative end.
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Post by Chugosh »

Call me a nerd, but I like seeing how the existing creatures can be used instead; getting peeks into their cultures and habits and whatnot. But then I'm not shy about pulling things out of my hat to throw at players, so who am I to comment.

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Post by Breakdaddy »

Chugosh wrote:
Call me a nerd, but I like seeing how the existing creatures can be used instead; getting peeks into their cultures and habits and whatnot. But then I'm not shy about pulling things out of my hat to throw at players, so who am I to comment.

You're a big nerd, Chugosh.
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Post by miller6 »

Another reason I'm personally fond of new creatures, spells, and items is that some of my players have been gaming for 20+ years and have seen just about everything I could throw at them used in just about every way one could think of (since we game weekly to bi-weekly). When I throw new curves at 'em, even minor tweeks of standard stuff, it keeps them on their toes and makes the adventure less of the same-old-same-ole which they all seem to like.

Once again, comments are welcome.

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Post by Treebore »

PeelSeel2 wrote:
Whatever it takes for the story to come to the authors creative end.

I would say this should be your main guide to answer the question. However, page count is a big issue in being published. So if you are going to do a 48 page module with TLG, I would have no problem with 8 of those pages being taken up with such things, as long as they are important to the adventure story. Which is exactly why Gary added stuff.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Post by serleran »

It depends, which is the most useless answer of all time.

Most publishers have page count limits. I'd rather have "adventure" than "meat" if I'm buying a module, since I want it to be what it is touted to be... if its 20% monster+ (that is, say in a 48 pager, its got 9 pages of "new stuff") then its not really a module anymore, but something else... a weird intermix something. Sure, I like having the new stuff, but only as it pertains to the module, and I'd prefer it to be able to use the common stuff, too, if the DM simnply doesn't like the new stuff. For example, if you've got some kind of new critter, let me know what can replace it, if I just don't like the one presented.

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Post by Combat_Kyle »

I like to keep them down to a minimum. The main reson is that most exisitsing monsters are already in my campaign world and I don't want to have to work a new one in that doesn't fit the theme of my campaign. If the new monsters and spells drive the module too much, and they don't fit into my camapign then I wont buy a module. I love what the trolls have done so far, all their modules are adaptable to most camapign worlds. But for example, gorilla hobgoblins, while cool would nver fit into my cmapign world. Now as long as the monsters and spells aren't too obscure I could always fit them in. So the previous goriila hobgoblins could just be regualr ones. The bottom line for me is NPCs, plot and a good dungeon. Thats what I want in a module. New spells and monsters are just fluff.
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Post by miller6 »

Hey, I happen to like fluff.
In fact, call me Mr. Fluff since I believe making a quality mod is all about originality. Always a surprise in store for the party...That's what keeps people leaning on the edge of their seats, not the same-ole-same-ole in a different location time after time again.

For example, ghouls? Screw ghouls. I got ghouls mixed with gargoyles who start as a statue then turn back undead and petrify your keister with their medusa gaze! Let's see who remembered to bring along that silly non-magical thing called a hand mirror...Then OMG they went gaseous and the room became dangerously cooler. Frighteningy cooler as ice forms on the walls. Get out fast or die, no save.

That's shock factor, my friends...and it makes for one heck of a challenging dungeon since even the old-timers never know what to expect.

Truth is, I love role-players...but anyone who wants to survive my new mods better be a darn clever strategist too with a stoke of good luck to boot...'Cause my mods will kill ya with no save the second you make the wrong move...just like Gary's oldies. It's Tomb of Horrors meets Castle Amber folks. Guarantee you'll never forget it.

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And for those who are wondering, no, the ghoul example doesn't exist in my new mods. That was just an idea off the top of my head. Scary though, ain't it? (insert fiendish laughter). If you were thinking "that's ugly"...then in my opinion you go it right 'cuz that's what players should be thinkin' around every turn of the corridor!
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Post by miller6 »

Come to think of it, a power gamer is just someone who has YET to enter a room with a description that ends..."if...yadda, yadda...results in instant death with no save." Then all of the sudden it's about using wits not magic items.

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Post by miller6 »

I've got two more non-killer cave mods I'm debating posting on the forum versus exanding them for publication. Anyone interested?

Just checkin'.

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Post by moriarty777 »

Somehow... I just got the image of 'Aaanold' doing the voice-over for that beastie...
Sorry... I watched Conan the other night on TV.

But back to the question at hand, with 24 pages... no more than three to four creatures as well as other extra or new goodies.... As long at that ratio is maintained, I'm happy. In a 24 page mod... I wouldn't see an issue of up to 3 pages worth being dedicated to this stuff. As long as a sense of content-ratio is kept I think it's good.

If you had new creatures that were related or varients of each other though, I could easily see how they might fall under one heading

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Post by miller6 »

moriarty777 wrote:
Somehow... I just got the image of 'Aaanold' doing the voice-over for that beastie...
Sorry... I watched Conan the other night on TV.

Moriarty the Red

Yeah, I do Ahnold in gaming. Probably far too often actually. Not well, but it gets the laughs. Now stallone I got pegged dead on...thanks to allergies and bad sinuses.

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Post by Maliki »

miller6 wrote:
I've got two more non-killer cave mods I'm debating posting on the forum versus exanding them for publication. Anyone interested?

Just checkin'.

Brian Miller

Always interested in new mods.
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Post by Maliki »

I think that 1 new monsters and 1-2 new spells/magic items are plenty of new stuff for a module. I like to keep my campaign pretty basic overall, that way when something new does come up it is special, if every adventure has a new monster in it it kind of devalues the newness.
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Post by PeelSeel2 »

I'm all for quality modules that are free!
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Post by meepo »

PeelSeel2 wrote:
I'm all for quality modules that are free!

But of course! If you're feeling generous, you know we'll eat 'em up graciously!

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Post by Emryys »

miller6 wrote:
I've got two more non-killer cave mods I'm debating posting on the forum versus exanding them for publication. Anyone interested?

Any one interested... Sheeesh... Of Course!
Silly...
If you expanded them and still wanted to keep them free (very noble of you), you could submit them to Dragon's Foot.
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Post by miller6 »

Okay, gotta digitize a couple maps for 'em then I'll post 'em.

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Post by Jyrdan Fairblade »

Probably about three of each, I'd say.

I definitely looked forward to the new magic items in the old modules, since having one was very much a badge of honor, since in theory it would only be obtained by playing said module.

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Post by Maliki »

miller6 wrote:
Okay, gotta digitize a couple maps for 'em then I'll post 'em.

Brian Miller

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Post by moriarty777 »

Awesome... new mods! Thanks in advance!

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