Zaydos
2016-08-19, 01:54 AM
So I've tried running a module to playtest homebrew before and due to multiple factors (one being my own flakiness, one being the module's 1st encounter almost tpked 3 out of 4 groups, including the control group, and then the 2nd encounter was built in such a way as to derail the module by abducting a PC and then not having anything on how to run the follow up encounter :smallsigh:) it failed miserably. However, being me, I am thinking about trying it again.
This time my intent is to:
1) Limit it to my brew, and maaaaaaaybe some things that really interest me (dabblemaster by MorphBark and... there are others but I don't remember them off the top of my head); this has to do with a motivation factor, and because I know my brew and it is 1,000,000 times less likely to trip me up; if something is ambiguous I can clear it up, etc. In short it's also a whole ton less work.
2) Use 2 or 3 control groups (4 official classes, 1 homebrew) and 2 or 3 test groups (4 homebrew, 1 official class).
3) Use a module not picked at random; in this case I've gotten RHoD and Expedition to Castle Ravenloft so I have two options that are known as some of the best modules of all time. This lets me run a control and test group for each, and also give players knowledge that this is a module actually reputed to be good and not just random garbage roulette, while also allowing me to have some control on 'oh you've played X before but not Y?' and stop people from building the dragon/undead slayer knowing they're in RHoD or EtCR. Plan is not to specify which group is which until after play has begun and start them a day before the module with a (not so) random encounter.
4) Make it clear that this is not a high impact stress test for maximum optimization ceiling; a commoner can break the game at maximum optimization ceiling even without Chicken Infested. Throw in that this is a module and precarious to begin with. So no, this is a 'does this function when played for fun' test, because 3.5 is breakable. I mean I love it, but 3.5 is breakable. It's not Exalted 2e, but at the same time it is fragile at the best of times.
This brings me to why I'm posting this thread.
1) I'd like a 3rd module option. Either 5th or 6th level to start (RHoD says 6 to... on the cover but inside you find out it's 5th... EtCR is 6th) and with some reputation to be good, know of any? While I'm not sure I'll run more than 2 out of 3, if I had a bunch of 'I've played RoHD and EtCR' people it'd be nice to have a 3rd less commonly played option.
2) Also considering looking in to getting one of the Dungeon Magazine adventure paths (Shackled City/Cult of Worms/Savage Tide) and was wondering: if they could be started from the 3rd chapter (i.e. 5th/6th level); which were good.
3) Connected to 2, was wondering what levels people thought starting these would actually be good at. While I'm likely to do RHoD and EtCR just because I've wanted to run or play those adventures for a while and I've already gone and got them so they're likely. That said while they cover one of the major play ranges (5-11) I was wondering if people thought it might be best to do the 3rd pair in a module set at a different level range either just see how far I can run Savage Tide/Cult of Worms (I seem to recall Shackled City isn't as good and might be 3.0?), or go with something like Expedition to Ruins of Castle Greyhawk or City of the Spider Queen since those are two other ones I've heard of as good, and Castle Greyhawk has always interested me. That said maybe Return to the Temple of Elemental Evil since Monte Cook was some sort of sorcerer-god when writing for Planescape and putting his name on things makes me want them.
4) I was wondering what people thought about the idea. If someone else liked it and decided to do it/similar, it might be nice to compare notes. I'd say something about it saving on control groups, but DMing style (and RULINGs) impact enough that it really wouldn't. Still would give some more info from the run.
5) Any advice and what all?
Also just in general discuss the idea and people can subscribe to this thread if they're interested so I can just post a 'hey I started the recruitment thread here' link when I do start it.
This time my intent is to:
1) Limit it to my brew, and maaaaaaaybe some things that really interest me (dabblemaster by MorphBark and... there are others but I don't remember them off the top of my head); this has to do with a motivation factor, and because I know my brew and it is 1,000,000 times less likely to trip me up; if something is ambiguous I can clear it up, etc. In short it's also a whole ton less work.
2) Use 2 or 3 control groups (4 official classes, 1 homebrew) and 2 or 3 test groups (4 homebrew, 1 official class).
3) Use a module not picked at random; in this case I've gotten RHoD and Expedition to Castle Ravenloft so I have two options that are known as some of the best modules of all time. This lets me run a control and test group for each, and also give players knowledge that this is a module actually reputed to be good and not just random garbage roulette, while also allowing me to have some control on 'oh you've played X before but not Y?' and stop people from building the dragon/undead slayer knowing they're in RHoD or EtCR. Plan is not to specify which group is which until after play has begun and start them a day before the module with a (not so) random encounter.
4) Make it clear that this is not a high impact stress test for maximum optimization ceiling; a commoner can break the game at maximum optimization ceiling even without Chicken Infested. Throw in that this is a module and precarious to begin with. So no, this is a 'does this function when played for fun' test, because 3.5 is breakable. I mean I love it, but 3.5 is breakable. It's not Exalted 2e, but at the same time it is fragile at the best of times.
This brings me to why I'm posting this thread.
1) I'd like a 3rd module option. Either 5th or 6th level to start (RHoD says 6 to... on the cover but inside you find out it's 5th... EtCR is 6th) and with some reputation to be good, know of any? While I'm not sure I'll run more than 2 out of 3, if I had a bunch of 'I've played RoHD and EtCR' people it'd be nice to have a 3rd less commonly played option.
2) Also considering looking in to getting one of the Dungeon Magazine adventure paths (Shackled City/Cult of Worms/Savage Tide) and was wondering: if they could be started from the 3rd chapter (i.e. 5th/6th level); which were good.
3) Connected to 2, was wondering what levels people thought starting these would actually be good at. While I'm likely to do RHoD and EtCR just because I've wanted to run or play those adventures for a while and I've already gone and got them so they're likely. That said while they cover one of the major play ranges (5-11) I was wondering if people thought it might be best to do the 3rd pair in a module set at a different level range either just see how far I can run Savage Tide/Cult of Worms (I seem to recall Shackled City isn't as good and might be 3.0?), or go with something like Expedition to Ruins of Castle Greyhawk or City of the Spider Queen since those are two other ones I've heard of as good, and Castle Greyhawk has always interested me. That said maybe Return to the Temple of Elemental Evil since Monte Cook was some sort of sorcerer-god when writing for Planescape and putting his name on things makes me want them.
4) I was wondering what people thought about the idea. If someone else liked it and decided to do it/similar, it might be nice to compare notes. I'd say something about it saving on control groups, but DMing style (and RULINGs) impact enough that it really wouldn't. Still would give some more info from the run.
5) Any advice and what all?
Also just in general discuss the idea and people can subscribe to this thread if they're interested so I can just post a 'hey I started the recruitment thread here' link when I do start it.