Episode modules:
-Little 1 to 2 hour efforts. Could be a series with the same saga thats simply released 1 chapter at a time. Or could be a new adventure every time (tho maybe keep the levels in continuity) like episodes of Quantam leap.
An idea I had for this: Your character is the right hand man of some good God/Goddess like Lathander. Whenever there is unrest in a region of the realms, he "reincarnates" you as person. In the prologue it briefly describes where you lived and how you grew up and you start an adventure to save the area. Your character of course never remembers they are being reincarnated and approach the adventure like all of us; with no true knowledge of life after death. But when the adventure ends you die of old age in the epilogue, and each time you wake up in "heaven" you suddenly remember everything like your life was a dream. But you know it happened and you go talk to your god again about how well that last mission went and when is the next one. Then it repeats the next time he needs you in the realms. And that sets the basis for a new adventure every episode.
R.A.D. Campaign with no planning and no censorship of ideas:
Alright I'm sure we've all done this to some extent (building part of our modules not knowing how a dungeon should end or even be laid out) but we usually have characters, a start, middle and end in mind for a campaign.
What if you threw out the pre-thoughts but also, threw out the book on restricting yourself to things that are coherent/made good sense.
This would be a way to make a full size campaign, but just faster. I am the biggest proponent of planning ahead. I know through real world work experience that it cuts time in half or more. But thats only because it keeps you on task and eliminates rework or scope creep. What if you didnt have to keep to a task? For this idea to work its critical that you throw out any rules that would force you to stop and think or curb you hammering away at the toolset.
So you get in the toolset start an area, finish it, put in some characters and a way to progress. Likely you aren't thinking more than one area ahead. And maybe you just "feel" like doing an area with a completely different environment but you cant see how its possible within the story. So you change it. It can be far out and ridiculous.
You start out in a fishing village. You kill some marauding sahaugins on the shore, but now you want a winter area. So you step in a mysterious portal to icewind dale. You fight some crazed frost giants and then a giant dragon swallows you. Inside his guts its so big however, that there are several other creatures living inside, and you fight for your life inside his stomach. Then you want to do an elven tree forts area so the dragon can conveniently drop you off somewhere with elves. You wouldn't stray out of the D&D lore or rules, its just you wouldnt stick to the "low level characters must stay in low level places and progress slowly", you would go wherever you felt the need and with whatever monsters should be there. Its critical not to waste time stopping to think is that ok to do this with that, or to go back and redo something you put more than a few minutes work into because you think you have a better idea. Just add it in to the next area.
The pros with this kind of design is you might get a long playable adventure, that still looks like it has polish in the areas and encounters with much less time. Especially if its linear there is far less variables and quests to track backward or in circular progress.
Cons are it likely wont have any kind of foreshadowing. A lot of people might find it just too ridiculous to fight through githyanki in Sigil and then warp into a tavern full of topless vampire ogresses. Could be very disjointed.
Modifié par Eguintir Eligard, 21 avril 2011 - 05:26 .





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