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Post by CRTaylor on Feb 15, 2014 17:40:01 GMT
I think one of the things Fantasy Hero needs more than anything else are adventure modules people can just pick up and play. I'm doing what I can to get some out there, but there's so little available to players and GMs. What sort of adventures do you like, or would you like to see more of?
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Post by Silverhawk on Feb 17, 2014 1:57:34 GMT
This is similar to a discussion in the Old World (i.e. Official forums). My thought there was this, develop a small area which May or may not be part of a larger kingdom. Could be a small village or two plus a tower/holdfast for the local ruler. Allows for basic starting adventures that gain the players experience. Once everybody has settled in then go for something grander like saving the kingdom/world.
just my two cents worth.
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Post by CRTaylor on Feb 19, 2014 5:24:14 GMT
So far it looks like Sandbox is the favorite by far. After I redo the 5th edition fantasy adventures I have I have a module based on a series of sea adventures in the works, but I'll give it some thought.
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Post by Tasha on Feb 21, 2014 22:06:21 GMT
I would imagine that most experienced FH GM's would be looking for Adventures they could slot into their campaigns with a minimal amount of work. It DOES make sense esp since our readers here are going to Skew toward the experienced GM's and Players. You may want to run that poll again on the Official Hero boards and see what people THERE think.
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Post by CRTaylor on Feb 22, 2014 17:08:25 GMT
I did a poll like this on the Hero boards years ago, and the biggest winner was alternate settings. Its hard to target buyers and not fellow creators and collectors.
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Post by Chris Goodwin on Feb 22, 2014 21:49:27 GMT
6e has brought a lot of new players to the game, so you'll likely find a pretty receptive audience.
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Post by CRTaylor on Apr 20, 2014 2:48:14 GMT
Apparently Fantasy Hero modules are rare, Josh said the last one he'd seen was when he wrote Fantasy Hero Battlegrounds (which I liked quite a bit). That's a shame because its a great system and with more support it could be more successful.
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Post by Tasha on Apr 20, 2014 8:26:12 GMT
Apparently Fantasy Hero modules are rare, Josh said the last one he'd seen was when he wrote Fantasy Hero Battlegrounds (which I liked quite a bit). That's a shame because its a great system and with more support it could be more successful. Hero/DOJ is great at creating settings and then leaving them hanging with no real support. I know that Adventures make no real money, but I DO believe that they are vital for the sales of a Setting. Because a Setting answers the question of Where the adventure is taking place, When it's taking place etc. What Adventures answer is What can you DO with the setting. It gives you that vital push and if done correctly will allow a GM to be able to get the feel of the campaign setting from the adventure(s).
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Post by indianajoe on Apr 20, 2014 13:02:29 GMT
I think I speak for a lot of Hero GMs when I say this: I don't buy adventures looking to run them straight (although I have). I buy them looking for bits to adapt to my own setting.
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bluesguy
Double Digit Master
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Post by bluesguy on Apr 20, 2014 21:24:41 GMT
I am currently working on a new fantasy world. The world is ready in many ways. Now I am focusing on a specific period of world history and location to build a campaign around. The players are looking for more of a sandbox experience and less 'epic adventure'. I have a number of tools to help me with this:
I have also been buying PDF products from Drivethu RPG that are adventures or settings. I plan on doing some work to make them fit into my campaign. This is exactly what I intend to do with the Lost Castle product - once I purchase it.
If I could purchase adventures/small settings (village, castle, etc) written for Hero 6e that I can plug and play into my campaign I would purchase those instead of 'generic/agnostic' ones from Drivethru or worse yet Pathfinder/D&D variant ones and then convert them (ick).
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Post by CRTaylor on Apr 21, 2014 5:01:53 GMT
I suspect a book of city based adventures would go over well despite the few votes. Cities are so underused in Fantasy Role Playing because they require enormous detail and characters have to be so careful how they behave. Its one thing to kick down the door and slaughter everything in an old tomb but you can't really do that in a city.
And I think a lot of GMs fall prey to the new monster every adventure fallacy rather than seeing the possibilities in just plain old fashioned people as bad guys.
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bluesguy
Double Digit Master
Just joined
Posts: 39
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Post by bluesguy on Apr 21, 2014 19:31:39 GMT
I suspect a book of city based adventures would go over well despite the few votes. Cities are so underused in Fantasy Role Playing because they require enormous detail and characters have to be so careful how they behave. Its one thing to kick down the door and slaughter everything in an old tomb but you can't really do that in a city. And I think a lot of GMs fall prey to the new monster every adventure fallacy rather than seeing the possibilities in just plain old fashioned people as bad guys. One of the things that I really liked about the Valdorian Age was the focus on the city of Elweir. There were plenty of interesting NPCs, plots, subplots, and just the basic intrigue of a city that was outside of a couple of major powers trying stay a 'free city'.
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