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4 years ago ::
Nov 06, 2009 - 5:15PM
#31
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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This is part 2, capturing the final part of the original thread. original post, part 2:
Show
Reasons and Methodology for the Use of DME to Modify a Mod
In general, DME is used to improve upon the module. This can be due to perceived shortcomings, or due to desired aspects that are not present. DME can also be used to give a table of replayers new experiences (though, generally, a new module will always provide a better overall experience).
A) The module is unclear A lack of clarity can kill a module. If the players can't follow the story, don't understand the importance of taking heroic action, don't understand what to do next, or otherwise are lost, they typically will lose faith and interest in the module. Minor changes can be used to smooth the transitions between encounters or clarify encounters. Examples include providing a handout that captures the information they might learn via a skill challenge, providing a handout with a check-list of tasks, or including a clue that one of the creatures in a combat encounter may actually be an ally they are seeking.
B) The module lacks diversity A convention may have two modules in a row that feature the same monsters. Or, a single module may rely too heavily on the same monster type (goblins, orcs, kobolds). Making a few minor to moderate changes can keep the battles interesting. Many times, simply changing terrain and conditions can make the battles different while continuing the logic of a dungeon of a single species of monster. For example, the preview adventure in the back of the DMG is really about the skull game and the giant stone sphere, not about the wacky kobolds. Making the environment interesting, giving the monsters names and uniforms, using different tactics, and enhancing terrain and traps/hazards can make a monotonous module fun.
C) The module runs long When a module runs long, you can always shave a few HPs off of a monster or two on the fly as a minor change. (This is best done when you do it a bit before the end, such as to two of the last three monsters, as this can hasten the heroic feel of the combat or preserve PC resources).
Modules often run long because there are too many brutes or soldiers with lots of HPs, because the skill challenges are complex, or because the PCs spend a lot of time wondering what to do. A module may run on time, but lack opportunities for proper RP. And, a table may end up enjoying one aspect of the module more than another.
With time to plan, you can reduce HPs, trade monsters for minions (best done in a fight that is not the mod's primary challenge), trade a brute or soldier for another type of monster, increase the skills that can be used in a challenge, prepare NPC responses to typical PC questions, provide maps and handouts, provide NPCs that review what has happened, and so on. Many of these can be done on-the-fly as well.
D) The module lacks a regional feel Many LFR modules could use improvements to their regional aspects, so as to make the region iconic and provide a setting that has meaning and gives players an emotional investment in the outcome (and that of future modules). Ideally, each module teaches PCs something about the region, creates regional ties, and provides memorable locations, foes, or allies.
Minor changes with DME can add regional flavor. A very simple addition to any module is to use the FRPG and allow PCs to roll the skill checks listed for each region, providing them with the noted information if the succeed. This can be done right at the beginning, or with a bit of planning, the information that would be learned can be woven into the introduction (perhaps the NPC responds to a question from the PC and provides the information).
With a little more work, the mod's setting and story can be linked to the locations and themes in the FRPG and FRCG. For example, show players the Faerun map and show them where they are, then show them distances to other surrounding towns and features (forests, mountains). Add references to regional character (For example, in the East Rift: "You notice that the Gold Dwarves have well groomed beards and display finely crafted jewelry with pride. One particularly well-groomed dwarf now approaches you..."). Throw in gossip and rumor ("Leaving the fabulous city of Airspur and it's floating spires behind, you can't help but recall what you overheard in a tavern... Arkanul and the Genasi face several threats along its borders, especially the Abolethi... could it be that they needed you for this mission because Airspur cannot spare the men to look into common goblins, or are these goblins a bigger threat than expected?"). Little tricks, such as detailing treasure ("you find some Cormyrian coins and a statue depicting their famous ruler...") can go a long way towards reminding players that they are in a particular region.
E) An Encounter is Poorly Designed An encounter might be too deadly, easy, boring, or otherwise need work to meet the desired standard of quality. Be careful to measure this objectively and not personally or based solely on a single previous game. One table may hate an encounter two other tables will love. If an encounter can use improvement, try to isolate the root problem (too deadly because there are two monsters with AoE rechargable powers... a few lucky dice and the table will take massive damage), then consider several solutions (change one of the monsters, fudge the dice if you come up with too many recharges, change the recharge value so it comes up less often, change one of the monsters to have a different rechargable power). Generally, a choice you can tweak on the fly or which has a strong basis in core rules and the encounter (such as using a different monster of the same level already found in the module) is best. Be careful not to change encounter difficulty (such as by raising Skill DCs significantly) without really knowing the PCs well.
F) DME for Replaying The replay rules allow a player to play any particular mod multiple times (once per character). A DM that knows ahead of time that they will have replayers at the table can use DME to keep the module from becoming stale. The DM must balance the desires of replayers against the desires of first-time players. Minor DME can often be used without changing anything notable for the first-time players. Moderate and extreme DME may be contrary to the wishes of first-time players, as they may wish to experience the module as it was intended by the LFR staff and the author. In general, it is best to honor the desires of first-time players.
When using DME for replay with some first-timers present, consider ways to keep the central story intact but change aspects that add color. In RP and skill challenges, you can change any NPCs that are not critically important or shift the emphasis of NPCs. For example, shift more of the conversation to the barmaid and introduce a local bard who can answer questions. Consider a voice or mannerisms that will make an impression and solicit RP. You can shift skill challenge locations (instead of a blacksmith who can make keys, they need to talk the former owner into giving up the old set of keys they still have).
For combats, analyze the critical pieces that affect tactical decisions, as those are often the most repetitive/boring and subject to abuse. Swap minions in or out (though you may not to deprive a first-time player who has minion-slaying powers), change the starting locations of monsters, move the traps around and change their description (wall panels instead of the statues) change the terrain description, start the combat with some RP that deteriorates into combat, and add some RP to the monsters (such as smack-talking or comical disagreement between leader and subordinates) that liven the combat. Keep the basic challenge and nature of the encounters intact so that first-time players get an experience that is true to the module.
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Feedback appreciated!
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago ::
Nov 06, 2009 - 5:23PM
#32
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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(Content moved to first posts, but help needed with the MYRE portion)
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago ::
Nov 06, 2009 - 5:29PM
#33
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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Feel free to post with ideas!
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago ::
Nov 17, 2009 - 11:10AM
#34
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Date Joined:
Sep 17, 2007
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Two questions about the limits of DME.
Is changing a weapon, a relatively aesthetic change ok? I find a monster with a battleaxe, and see no shield and think hmm Executioners axe. This is an interesting change, because overall it adds more damage potential, brutal, high crit, bigger damage dice etc.
Is giving a monster an action point, or another action point ok? This has happened in several adventures I have played in. I don't mind unless it pushes the combat over the edge. A tough combat should not be tweaked, but an easy combat could easily get a step up with an action point or few to the bad guys.
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4 years ago ::
Nov 17, 2009 - 4:23PM
#35
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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Two questions about the limits of DME.
Is changing a weapon, a relatively aesthetic change ok? I find a monster with a battleaxe, and see no shield and think hmm Executioners axe. This is an interesting change, because overall it adds more damage potential, brutal, high crit, bigger damage dice etc.
Is giving a monster an action point, or another action point ok? This has happened in several adventures I have played in. I don't mind unless it pushes the combat over the edge. A tough combat should not be tweaked, but an easy combat could easily get a step up with an action point or few to the bad guys.
Neither change is supported by DME. You cannot actually change a monster in any way beyond increasing or decreasing its level.
It is all a fine line. If everyone at the table wanted the DM to play around and try some things to challenge them because they are so OP as to walk over every LFR mod, I don't see the problem. But, if some people at the table don't want it, or if it is done without players knowing... that's exactly why these rules exist.
As I said on another thread, you never know what players want without asking. I had an otherwise fantastic DM stealth-run my friends and I through a table at High when we asked for Low. I knew and had read the mod, so I recognized the changes. He worked hard to challenge us, killed one PC... and he probably had no idea that in the preceding con slot we had a near TPK and wanted a nice easy going.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago ::
Dec 06, 2009 - 6:40PM
#36
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Date Joined:
Jul 16, 2002
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I don't see why you'd need to start a new thread... just edit the original posts and replace the original text with the new stuff. Should work well enough.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago ::
Jan 12, 2010 - 2:54PM
#37
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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First posts edited to contain the new content, old content retained above for historical benefit (if any).
I could use some ideas for MYRE, should anyone want to share some wisdom. I see Elder Basilisk's nice thread and have linked to it.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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3 years ago ::
Feb 18, 2010 - 7:55AM
#38
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I stumbled across this in an effort to find out more about My Realms creation, and I am about to go read Elder_basilisk's thread after I post this, but I just wanted to say thanks. This helped me understand more about DME and My Realms both.
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