But that's enough about politics ... However, the whole idea of percentages of control of power raised an interest in me about how a module should run. That is, how much should be combat oriented, how many puzzles, how much exploration and how many conversations? This question is not too dissimilar to the last poll I held, but I hope this poll will crystallize more of what I am trying to find out about players preferences. It also brings together some of my last blogs. Let me first look at the "policies" in question:
COMBAT: How much combat should there be in a module? A fight every area, or every other area? Should there be many minor uncommon creatures (e.g. goblins) or only the odd major monster in unusual circumstances (e.g. a vampire)?
PUZZLES: Should the player always have one or two puzzles to be solved between moving the story forward, or reserved only for minor non-essential situations. Puzzles should always make sense in the story or simply be added for fun?
EXPLORATION: Exploration and many areas is a core requirement to a module's longevity or does need not have many areas to enjoy? Exploration is about travelling to distance lands or searching the minutia?
CONVERSATIONS: Interacting with the world's NPCs is more important than exploring an abandoned dungeon? More conversations with minor comments is better than concentrating on important conversations only?
Poll: Policy Ratio Preference
This latest poll, however, is not so much about the differences between these "policies" (which I am still interested in your preferences by the way - please comment), but is more about the ratio of play between them. For example, do you prefer more combat (regardless of type) and conversations in a module compared to puzzles and exploration? Or would you prefer a module with more puzzles, combat and exploration but little conversations other than minimal requirements? Or, do you want a completely even split: A Hung Module? ;)
Look at the options available and choose the one closet to your own style of play. And if you get the time, please clarify your game choice by detailing your preferences of your choice by referring to the four "policy" descriptions above.
BLOG FLASH UPDATE: I thought this was an interesting chat going on between Robin Hobb and Sara Creasy about writing. I think every mod writier should have a read: Babel Clash
This week I spent some time reorganising the flow of the campaign. That is, I determined how the campaign was to play out and ended up dividing the campaign into three modules/parts. I don't think I am giving too much away with the current working titles for each part, so I will tell them now and allow me to describe work progress on each:
Part 1: Containment: This is the first module where the PCs start their adventure. This module is around 75% complete and is where most of the core scripts have been designed and will be used as campaign scripts for the other two modules.
Target: Around 10,000 XP bringing the PCs to around 5th level on average. (*)
Part 2: Spreading The Word: The second part sees the PCs making headway with the main quest. This part has had some maps prepared and uses some prefabs. Hopefully, Hosa will be creating one or two unique maps for this section of the campaign.
Target: Around 66,000 XP bringing the PCs to around 12th level on average. (*)
Part 3: Learning The Truth: The third and last part in the current module sees the PCs dealing with the situation as they see fit. This has had little work done on it to date. Hosa is currently creating areas for this part. Other prefabs are also being used.
Target: Around 105,000 XP bringing the PCs to around 15th level on average. (*)
(*) Actual XP value may vary according to quests played, the number of PCs in the party and some simple luck. Furthermore, these are projected targets and will require beta-testing to confirm actual results.
Please keep up the current polling flavour and cast your vote! And if you want to clarify your vote, please add a comment. (YOUR VOTE COUNTS!!!)