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Author Topic: FRPG module question  (Read 1205 times)

Offline Conquistador

  • Galactic Brain
  • Posts: 4375
  • There are hostile eye watching us from the arroyos
FRPG module question
« on: June 08, 2013, 12:35:41 PM »
Standing up after stretching my cramping leg muscles (side effect of modern medicine) and, for whatever reason, remembered part of my inventory to sell process - OD&D/AD&D modules.

Specifically, I remember how much fun it was to read as a GM this one module (The Assassin's Knot - L2) where the PCs end up playing in the role of detectives - hack and slash means the PCs lose.  8)   :)   We  moved from Seattle before I could GM it.   :'(

Veiled Society (B 6) had the potential to have detective elements in play.

1) How many (and which ones) modules do people know of that lend themselves to "detective" Fantasy gaming?

2) Did you ever write up a game where the PCs had to think outside the box and play "Fantasy detective"?  How did it go over?

Gracias,

Glenn

and back to bed...


Viva Alta California!  Las guerras de España,  Las guerras de las Américas,  Las guerras para la Libertad!

Offline Donpimpom

  • Mad Scientist
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    • Tabletop Fantasy
Re: FRPG module question
« Reply #1 on: June 08, 2013, 02:29:35 PM »
1) How many (and which ones) modules do people know of that lend themselves to "detective" Fantasy gaming?

First one to came to my mind is The Enemy Within for  Warhammer Fantasy RPG, five or six books long, and most of them are really detective like struggling with political conspirations and secrets cults to chaos.
http://en.wikipedia.org/wiki/The_Enemy_Within_Campaign

Ars Magica has also some "detective like" adventures, the overall game is more based on inquest than slashing or burning people with fireballs.
IMHO the style depends more on the players and the DM than the game system.

Offline Doomhippie

  • Scatterbrained Genius
  • Posts: 2691
Re: FRPG module question
« Reply #2 on: June 08, 2013, 03:09:43 PM »
I'm leading Pathfinder's "Curse of the Crimson Throne" at the moment. So far the first module is a lot less hack'n'slay than I feared. It's not quite detective work as the players are given information by NPCs and just have to follow up on these information. But the way we play it it's getting Close to a detective campaign (so far). We have decided on a low power campaign. Players get less than 1/10th of the money and goods in the scenarios so they are unable to just buy all the truth Magic they need. In fact with them now in 3rd level they are finally able to afford some leather armor...
Roky Erickson flies my spaceship!

Offline Abbner Home

  • Scientist
  • Posts: 240
Re: FRPG module question
« Reply #3 on: June 08, 2013, 03:22:13 PM »
There's an old school D&D module called "Against the Cult of the Reptile God" that features a significant amount of detective work in a village and then climaxes in an epic battle. I really enjoy that one and would highly recommend it.

I would say that module really influenced my DMing and adventure writing and most of my games have included mystery/detective elements leading infrequent but climactic and deadly combats once the mystery was solved.  For us this meant a lot of role playing - not only in terms of characterization but also in terms of remembering culture and strict separation of player from character. It worked great for our group but we spent a long time developing players with like interest and, when necessary, we removed players that just wouldn't get on board. Having a couple guys who prefer to sit back and wait for the swords and wands to come out is great. It's the ones who think it's funny to do something stupid (like kill the blacksmith they're supposed to be questioning) because the player is bored that didn't last more than a couple nights at our table.

Seriously, even if you don't run the module should read "Against the Cult..." because it has some really nice elements and give some good advice on the RP aspects of a fantasy mystery.

 

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