I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label Adventures. Show all posts
Showing posts with label Adventures. Show all posts

Tuesday, September 02, 2025

Manic at the Monastery (OSE adventure review)

Disclosure: The author has contacted me to offer a review copy.

From the blurb:

Manic at the Monastery is an old-school adventure for character levels 1-3 that has players exploring the secrets of an ancient monastery wracked with a psychedelic affliction. Rumors are spreading that the enigmatic Veiled Emperor has returned to Glynmoor, and there have been strange happenings near the monastery. Brave the horrors within and uncover the source of the madness before it spreads.

Manic at the Monastery comes with an Old-School Essentials version and a Worlds Without Number version. I've only read the OSE version. I'd suggest level 3 is more appropriate, which becomes obvious with a quick look at the bestiary—there are also several deadly traps that will certainly kill most level 1 (and probably level 2) parties before they explore most of the module.


This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language. 

The art is a bit sparse, most of it is simple, B&W and not particularly impressive. The maps are straightforward enough and some sections are duplicated for ease of reference.

So, what makes this adventure stand out? First, it is very grounded and setting-agnostic, which I enjoy. There are no orcs or dwarves here, only humans. The monastery is easily adaptable to any setting or even to a real-world-inspired scenario.

It has good thematic coherence, with one single threat being the source of most problems. It doesn't have the successive rooms of skeletons, giant bats and goblins that I usually find tiresome.


The adventure is a bit gritty; there is real risk here, even for 3rd-level characters. It contains a "ticking clock" of sorts; spending too long in the dungeon is dangerous. I find this very useful. 

It can serve as a good introduction for a campaign as it has some indications of an incoming doom of sorts, although this is not described in detail here (the author is planning on sequels).

I might have used this module in my campaign, come to think of it. Maybe one day I will; right now, the PCs are level 7-8 and it would be too easy.

It reminded me of The God That Crawls at first, mostly because of the religious setting (and because it would apparently kill the level 1-2 PCs that are supposed to enter it), but I think there is one useful comparison to be made with that famous module. While TGTC is full of weirdness and stuff that can affect your entire campaign, MATM is smaller, safer, terser, easier to run and to insert in your setting without much hassle.

If that's is what you're looking for, I'd recommend checking Manic at the Monastery out.

* By purchasing stuff through affiliate links you're helping to support this blog.

Tuesday, September 10, 2024

Corrupt + Evil = good? (factions)

A quick thought about factions.

In my current campaign, I have two "empires" fighting for a land that is divided into several unaligned clans. The PCs are within the eastern empire and assume these are the "good guys", despite my (too subtle) hints that they can be brutal invaders.

They heard tales about the western empire and it looks undeniably evil. But I didn't want to turn this into a "good versus evil" game. What am I missing?

One thing might be the absence of selfish, corrupt traitors in the OTHER side.

The PCs met several bad people on THEIR side (although they haven't always realized that). But the opposition seem too orderly; everyone is a zealot for their evil cause (well, most of them are undead...).

Against such a determined enemy, there is not much to do - except fighting.

Now, if we add some opportunists to the opposition... the PCs have someone to deal with. Evil, despicable maybe, but someone who can be reasoned with.

Not simple turncoats that "become" good like Han Solo or even Lando, but irredeemable foes that can still be USEFUL.




Come to think of it, adding some corruption and backstabbing to the "evil" side might be an important aspect of dark fantasy. In "epic" fantasy, it seems you only leave the "dark" side by joining the good guys.

Of course, making deals with mercenaries, opportunists and sadists has a price - and they are likely to turn on you later on.

In having a hard time coming up with examples other than Elric, who uses the help of the Lords of Chaos until they finally turn on him (or vice-versa).

In addition, dark fantasy may include people that ARE good fighting for the dark side BECAUSE they have an oath etc. to fulfill. But these are people the PCs are not likely to reason with, no matter how noble they are.

Thursday, September 05, 2024

Amarod (I) - Creating a sandbox

I started my current sandbox campaign in late 2022. 

I'm using Dark Fantasy Basic with a few updates.

We play a bit more than a couple of hours every couple of weeks, so it went slowly... but the system is simple and I hand-wave some stuff, so things hopefully are not too slow.

As it approaches a (possible?) ending, I thought I'd make a brief recap - but this post also has some advice on how to build your own sandbox campaign, including sharing some of my mistakes.

The first thing you have to do is to draw a map. This is really easy - I do NOT recommend random generators here. 

I used (and recommend) Hextml. It allows you to expand the map as you go. The PC map currently looks like this:


MY map in Hextml is a bit bigger, but the PCs haven't explored much of it. Their map was even smaller when they first arrived in Belarte (the capitol) by boat, from a distant land that is NOT part of the campaign.

My advice here is start small and add more stuff as the PCs explore.

I wanted to try an hexcrawl, but I'm thinking maybe a pointcrawl would be better, with an old-looking map. 

In any case, as you can see I eventually wrote down the distances in the map (6d = 6 days, and so on) to make things easier. There are few roads beyond Aplos, so they are currently back to counting hexes.

I wrote a brief story of the region (Amarod), which is very simple: an ancient (western) empire fell, now the land is full of warring clans, but the (eastern) new empire is invading these lands. The PCs are mercenaries trying to make a buck, owning no allegiance to either "side", but taking advantage of the eastern invaders relative safety.

These are some important aspects of most D&D settings: ancient empires, ruins/dungeons, a social order that is between stable and flexible, factions and shades of gray.

The second step is scattering a few dungeons, caves, towers and villages around. In my case, I used various BFRPG modules plus Doom of the Savage Kings, The God That Crawls, etc. Mektlan is Tamoachan - the PC's latest exploit.

I did not have all these modules memorized, of course, which caused some issues. Read this post - it contains some important sandbox experience IMO.

Using mostly 1st-level modules was sub-optimal; when they got to level 3 or so, things quickly became too easy. In a future campaign I might start them at level 2 or 3 so the curve is less steep.

I assigned the area around Belarte as "safer", meaning encounters are less likely.

Now, I could say that PCs were free to roam around... but they'd be lost. So I offered them a few rumors and quests about nearby places, and several NPC expeditions they could join. 

It kinda worked. By level 3 or 4, they were planning their own expeditions and hiring their own guides without me having to offer anything.

I recommend starting with three suggestions per session. Some of them should be time-sensitive, but I haven't really implemented a system for that. This deserves further reflection, as the PCs have been treating time as an endless resource ("let's rest for three days to recover", "we will come for the goblins some other day", etc.).

NPC guides and hirelings are very useful, but RUNNING them was a hassle. Now I leave this mostly to the players.

So far, we have the PCs basically going around exploring rumors and places. As they went, I wrote down questions about the consequences of their actions:

1) What will happen in the village of Marval after the priest’s death?  A: A new priest (Father Ostid) has been appointed, you don’t know him well yet.
2) Did Polgrim and  Wolson - the NPCs who went with you to the church in Marval - talk to anyone about what happened? Remember they left when you planned to attack the evil priest.
3) Who sent a letter to the priest saying “the Lord suspects nothing”, signed only with the letter S?
4) Are the kobold ruins empty now the PCs have cleared most of them?
5) What will happen to the Jarl of Savakir (and his seer) now that the beast is dead?

Also some notes, such as "The PCs became heroes in Peranegra after defeating the local elves", etc.

One mistake is that I should have written MORE notes. Maybe every session. It would help me to get a clear picture of the events potentially unfolding.

I've been answering this questions as the adventure advances. Again, the question of TIME deserves reflection. The answer may be different depending of how long it takes for the PCs to go back to any location.

I organize ALL of this in discord channels. The players have access to maps, NPCs, questions, etc. One channel is exclusively for momentary concerns (monsters, dungeons, etc.), other channel is for dice rolls. The list of text channels goes more or less like this:

# general
# rules
# setting maps
# local maps
# adventures (momentary concerns)
# PCs and NPCs
# rolls
# questions

The map channel contains a summary of known cities and events. Each entry after the first was added as they visited new places.

Belarte: the largest port, where you arrived. Lord Belarte. 
Peranegra: famous for its pigs. You expelled the elf king who kidnapped children, and you are well-liked there. Lord Figworth (count). 
Marval: a small town with a church that has a giant slime underneath. You threw an evil priest down there. 
Savakir: a town surrounded by palisades. You killed the local monster but fled because the Jarl was chasing you. Bernier (the Jarl) and Sylle Ru (seer). 
Ilmare: a swampy city with rumors of monsters and bandits roaming the area, as well as abandoned mines. Lord Montegel. 
Mektlan: a cursed place with ruins of an ancient buried pyramid. 
Glani: a prosperous city in the region, but occasionally attacked by native clans. Duke Darvon. 
Aplos: the largest city in the region, famous for its large cathedral, with somewhat labyrinthine streets. Cardinal Godebert lifted Pete’s curse and spoke about the Heretic. You rescued the Cardinal during the siege of Glani.

To sum it up, if you want more advice: TAKE NOTES and KEEP THINGS ORGANIZED.

Anyway, that is what I've got for now. Let me know if you have any questions so I can expand this further in an eventual part II!

UPDATE: I just realized I was missing one important channel: #calendar. KEEPING TIME is extremely important. See here:
https://methodsetmadness.blogspot.com/2024/09/random-ticking-clocks-simplified.html

Wednesday, June 19, 2024

Sandbox detour

Yesterday, something happened in my game... that might be worth discussing briefly.

The PCs in my sandbox were hunting a few goblin tribes. I had the entire area (hexes) and a couple of goblins caves prepared in advance (adapted from a published module).

But when the game started (right after they had slain one of the goblin tribes - there were two more to go), the PCs suddenly decided to abandon the quest and traveled to the nearby haunted ruins, which they thought would be more profitable.

I had already decided on a module for those ruins... but I hadn't read it.

They had two or three nearby places to go (in addition to goblin territory). The thing is, I'm unable to memorize them all.

[Also, notice, it is USELESS to memorize them; now, the goblin "plotline" became partially obsolete because they will NOT be able to rescue certain hostages anymore, which changes the whole thing... there is little use in preparing too much for things you'll never face].

Sometimes I just need a dungeon that I can read while I'm running it. Or, even better, a complete sandbox like Qelong or Curse of Strahd - it allows me to familiarize with the whole setting at once.

The ideal sandbox would have a significant number of "IFs" so I didn't have to come up with my own. "If the PCs refuse, the hostages die", etc.

[Notice Qelong is surrounded by mountains and Ravenloft by mists; an island would work too. It seems the ideal sandbox is somewhat limited: "we are playing in this area, if the PCs leave the adventure will turn into something else, which requires some time to prepare"].

The game turned out well, although it felt clunky reading and refereeing at the same time. I made a few mistakes (e.g., said a door was open when it was locked) and it took a bit longer to describe each room.

Fortunately, it was a short session, and I had my Basic Wilderness Encounters with encounters for EVERY biome in the setting, which made the wilderness part a breeze.

I will familiarize with the dungeon better for next week, since they are unlikely to change course soon, so things will be smoother.



What I DIDN'T want to do is "improvise" in any way.

I had two goblin lairs ready to go. Should I have used THAT maps for the ruins? 

NO! I want my setting to be a real place, not a Schrödinger's simulation.

Could I have rolled a new map randomly?

No, that would be equally bad. 

See, they had two nearby dungeons to go, each with its own "backstory". If I generated them randomly as they explore it, their choice would simply not matter.

Anyway, it is fun to have a sandbox and allow them to go anywhere. One of the players started asking, "wait, why don't we BUILD something?".

I have no plans for this type of campaign. Might be fun, I don't know.

One thing I do know is that the players can surprise me - and this makes running the game way more fun for me.

Thursday, June 06, 2024

Author x Referee GMs

The GM is BOTH an author AND a referee.

The author creates a setting, adventures, NPCs, etc. - even rules.

The referee enforces the setting and rules.

As you can see, GMs do both - but these roles are somewhat incompatible.

How can you be expected to be the impartial judge with rules you create yourself?


One method many GMs use to deal with this is separating the functions in two distinct moments:

- I'm an author during "prep", when I create worlds, dungeons, NPCs, or even random tables to sue during play.

- I'm a referee during play. I stick to the rules, respect the rolls, and do not changing the HP of an important NPC during a combat.

But, since you are expected to play both roles, some GMs prefer do to BOTH AT ONCE.

This is what "improv" is about. You cannot improv as a referee - when you do that, you are in author stance.

To each their own - but I find that confusing.

For example, an author can definitely "fudge" the dice. If he can create a dragon (or nation) out of nowhere, deciding a single hit missed is well within his powers.

This solves a lot of problems.

For example, the classic "quantum ogre". There are two doors. The PCs choose the door on the right. Can the GM decide there is an ogre behind it AFTER the PCs choose?

Well, author-GM can, but referee-GM cannot.

Likewise, is changing the result of a random encounter roll adequate? It is for the author-GM, but not for the referee-GM.

And what about "balancing" encounters to suit the level of the PCs? Same thing.

Come to think of it, this separation is the reason why I avoid "improv". 

I want to use the author stance as little as possible during the game.

Maybe that is also why I feel the need to write (and sometimes publish) my own material, despite my constant urge to tinker and house-rule.

[Basic Wilderness Encounters was created precisely because of this reason. I didn't want to "author' encounters during the game. I wrote it is an author, and I use it as a referee].

And why I prefer to run other peoples' modules - and even campaigns - rather than creating my own.

To be clear, I LIKE to be an author-GM, just not during the game.

Anyway, I cannot be the first to have this thought, but I think the distinction should be more popular, and probably more discussed in game master's books.

There are probably more things to tackle around this subject. 

For example, I am thinking players have a specific stance during the game (they are almost NEVER authors in my games), but it is fine to give players author role between sessions, while writing a backstory, or when scheduling a game (e.g., agreeing in advance WHICH dungeon the PCs will tackle next).

But I think this is enough for today.

Wednesday, February 28, 2024

Vanilla Overdose, Random Insanity, and Fortress of the Iron Duke

I have recently ran Fortress of the Iron Duke, a free BFRPG adventure that is part of BF2 Fortress, Tomb, and Tower: The Glain Campaign (get it here).

I chose this adventure because it fits my own setting very well. In addition, has an interesting premise and site, a few moral dilemmas, and great opportunities for world-building and role-lay once the adventure is over. And I love BFRPG and its modules.

While I have not ran the other two adventures in this collection, they seem to be a bit more interesting than this one.

Overall, I can say I had fun with this adventure, and the ending last night was memorable; I'm glad I chose it (but I did require lots of tweaking to adapt to the level and needs of my group).

Fortress of the Iron Duke seems to be a homage to Palace of the Silver Princess, which I haven't played. This might explain some of my two (big) reservations with the module, that I've seem repeated on many popular modules, and which I'll call Vanilla Overdose and Random Insanity.

Now, this isn't a review exactly, but an opportunity to discuss these two aspects, so I hope I'm not being too harsh to a free module that provided me with plenty of fun.

Anyway.

Vanilla Overdose is the constant repetition of fantasy tropes: you have orcs, goblins, kobolds, skeletons, hobgoblins, oozes, zombies, giant rats... barely a single interesting monster to be found. I think the term is more or less self-explanatory. you can have goblins in your adventure, sure, but if ALL your NPCs/foes/challenges are predictable tropes, I simply cannot take the boredom after a while.

The other problem - that seems closely related to the first, for some reason is Random Insanity - the feeling that you are facing a place that was created by rolling multiple times on a random table (for example, as suggested in the DMG).

Take the goblins, kobolds, skeletons, and giant rats, for example. How are they living side by side? This adventure at least has an explanation for the humanoids and rats - they are attracted/affected by a magical gem. But the undead seem to come from out of nowhere*. Why not make them connected to the gem somehow? Sure, the GM can make these inferences, but it should be part of the adventure.

(* Quite literally - there are 10 skeletons in a closet for no reason. Only today I realized it was an obvious joke - "the duke has skeletons in his closet". Fine, you got me.).

Come to think of it, if the Fortress had been raided by multiple goblin clans - maybe with different weapons and even traits - it would be less tiresome than goblins + kobolds + orcs. 

Having only goblins as enemies could be boring for some people, but for me it is the contrary; each element that is added without some novelty makes me like the whole thing a bit less. 

Both The God That Crawls and Doom of the Savage Kings (and most DCC adventures I've played) are good examples of having a limited number of creature types, but valuing each creature as something unique. I tried to create something along these lines with my Wretched Hive.

The module also has living statues and an ordinary fountain that is hidden for some reason - and hidden in a strange manner:


The whole lower floor has a strange architecture that doesn't resemble an actual castle or cave. Look at this corridor; it is almost impossible that there wouldn't be a better way to build this:


Curiously enough, the upper level is completely different, and much better - we get something that resembles and actual building and even some new creatures (narcotic giant roses).

Anyway, it was a fun adventure, but for my personally it would be awesome without these two aspects. 

Classic fantasy is cool, but vanilla can become boring (or maybe I'm just tired of orcs).

Weird is cool, but random is tiresome.

In any case, I'm still interested in trying the other adventure from this book and the entire collection. I've already ran The Blackapple Brugh, Castle by the Sea, and some others. Many were enjoyable. Blackapple is probably my current favorite due to having both internal consistency and some novelty (and no orcs!).

Anyone can check these adventures, since they are free and all, but maybe sharing my own experiences is useful if you're looking for your next module.

Friday, August 18, 2023

Tales of the Demon Lord (actual play review)

I ran Tales of the Demon Lord a few years ago, when trying Shadow of the Demon Lord for the first time. I did a review of the game but I hadn't reviewed this collection of adventures, so here we go.

This is the blurb:
The End Starts Here
The signs are everywhere. The mad prophets shriek dire warnings on the streets of Crossings, while strange monsters roam the lands beyond the city’s walls. Strange cults flourish in the lawless wilds, while the undead muster in the desert wastes to the north. The end is near, but is it too late to stop it?
Tales of the Demon Lord presents eleven adventures set in the lands of the Northern Reach, the far-flung province of a dying empire. Game Masters can run the adventures as a complete campaign, taking starting characters to the heights of their master paths, or use them individually to tell a different story. In addition to the adventures, this sourcebook contains detailed information about the city of Crossings and a selection of new creatures to terrorize the Northern Reach and beyond. 


Tales is indeed a collection of eleven adventures (I ran nine or ten, IIRC) that can be weaved together in a coherent campaign, although they do not follow neatly from each nor provide an easy "sandbox" for the PCs to explore.

Instead, it leaves to the GM to fill the details and omissions, which requires some work.

If you play the system as written, these adventures are enough  to get the characters all the way from level one to level 10 and face the end of the world - as intended in the rules book.

Because of this, I find  this collection to be a great introduction to the system -  although my players felt their characters were advancing in breakneck speed.  If I were to run another SotDL  campaign, I'd probably let PCs advance only once per two-three adventures instead of one.

The setting (the city of Crossings) it's interesting as a base of operations and provides a few potential patrons and factions, but again it is up to the GM to connect the dots. 

Unfortunately, the adventures themselves are mostly set in nearby villages (with no strong connections to city intrigues), so you don't get most of the advantages of having a coherent setting. There are a couple of exceptions (a dungeon you explore twice, a couple of recurring characters, and an attempt to tie everyone together in the last chapter), but they are few.

In my campaign, the PCs were  working for the city watch, and they got assigned to more dangerous missions (and more leeway) as they progressed in fame and fortune.

The appearance of this book is similar to the core book, which means decent, not great. Everything is grey and red, the maps are simple but serviceable (the resolution is a bit low, often too low), and the art is scarce.

The adventures themselves are good - maybe above average. They feel like D&D classics with a dark twist (and heavy metal or hard rock titles), unfortunately relying on some tired tropes (e.g., evil orcs, abandoned dwarven mines, etc.). 

They are thematically coherent, but they lack some sense of connection.

In chapter 9, for example, the author says - "Before the adventure begins, a number of things happen in Crossings. You can introduce these events in prior adventure sessions, or simply reveal that they occurred prior to the beginning of this adventure.". 

Wouldn't it be nice if the author himself had introduced them in the previous 8 chapters?

A regional map would be nice too (you have to go to the core book for that), maybe with some random encounters for the road (instead of leaving it to each adventure).

Each adventure has 2-6 pages, which is almost perfect for me. Once again, the GM has to fill some gaps, but I find this is easier than grasping 50 pages before running a single session.

This is very close to my favorite format, and I wish we had more OSR modules like this.

Finally, I must add a note on balance. I found the first adventure to be particularly hard and unfair, which is okay is a gritty campaign, but probably not on the very beginning, when the players have few tools and little knowledge to face these challenges.

All the adventures are dangerous but this is specially so (which might be good if you want to show your players that this systems is especially deadly).

There are other small balance issues (IIRC, in one adventure a group of 10 powerful NPCs are killed by half a dozen weak mook NPCs for no apparent reason, and one adventure seems to be a inescapable trap to automaton PCs as it requires sleep), but nothing as extreme.

In short, this is a good introductory module that can be made awesome with some DM effort. Add better maps, some art, a few extra pages on connections between NPCs and adventures, and you'd have a great sandbox.

While I ran it using SotDL rules, I think you could adapt it for OSR systems without much difficulty.

I've recommend checking Shadow of the Demon Lord before, as it is full of good ideas. If you want to try them in practice, I certainly recommend Tales of the Demon Lord

If you dislike dark fantasy (and still read this for some reason!), you might wait for the "vanilla" version of SotDL, "Shadow of the Weird Wizard", coming soon from the same author.

Friday, April 14, 2023

Comfort, Color, Contrast: three types of fantasy (vanilla, weird, grounded)

I've been running an old-school sandbox and using modules from multiple games, including DCC, LotFP, BFRPG, and others. I realized the modules I've been reading illustrate three different approaches to fantasy adventures that I think are worth discussing.

But notice these are generalizations: there are no "perfectly vanilla" adventures, etc. Almost every adventure will contain something familiar AND something new AND something sensible AND something weird.

Adventures for all tastes.

Vanilla adventures

These are the most common. Here are some characteristics:

- They are predictable in terms of monsters, traps and treasure. You'll face skeletons and goblins (or worse, orcs), find a few swords +1 and a reasonable amount of gold and gems. Maybe there are elves and dwarves to help you. Hopefully, the challenges are also balanced to your current level. You'll know most of your enemies upon seeing them, etc.
- Because of that, they are familiar: if you have been playing D&D for a long time, you'll feel right at home. They contain the usual tropes.
- They are often convenient: you'll find a cleric and a mage in every city, shopkeepers have enough gold to buy the stuff you've found, etc.
- They are often, but not always, disjointed - the skeletons and goblins are standing in adjacent rooms with no clear explanation. Maybe there is a tribe of kobolds nearby, some giant bats, and a trap that was set by someone time forgot. There might be no clear reason why the dungeons were built or why they are full of corridors and doors with no rhyme or reason.

The key word here is comfort. You're used to this stuff and you can play with little effort. BFRPG adventures like Morganstfort and Chaotic Caves are good examples, but so are many classic D&D adventures (including the ones that inspired these BFRPG modules, such as Keep on the Borderlands and Caves of Chaos). These are also common D&D 5e (e.g. Lost Mines...; also, here is one example of a 3pp) and every other edition of D&D.

The danger here is boredom. If there is nothing new except successive rooms of goblins, skeletons and giant animals, every adventure starts looking the same.

Weird adventures

Weird adventures are related to weird fantasy. They are:

- Unpredictable in terms of monsters, traps and treasure. You might find creatures you had never seen elsewhere, even if they fit some previous frame (e.g., the Law versus Chaos dichotomy). Even the environments may be entirely new. There might be technology, aliens and time travel involved. Mutations are common. You don't necessarily know what to do when you face a given creature or challenge, and running might be the best option.
- In this sense, the things you'll encounter will also be unfamiliar.
- They might be as disjointed and as convenient as vanilla fantasy. However, weirdness can become very inconvenient for the GM, if running a long campaign. Introducing time-travel and alien weaponry will have bigger effects on your setting than your "sword +1" from vanilla modules.

The key word here is color. There is shiny new stuff in every corner. Most DCC modules I've run are like that (here is one example). Some LotFP modules are all-out weird (think Carcosa - even the characters have unusual colors!). A classic example from D&D might be Expedition to the Barrier Peaks.

The danger here is randomness. Things stop making sense, knowledge becomes obsolete (why learn about trolls if every monster is different), etc. If everything is fantastical, then nothing surprises you anymore. 

Grounded adventures

For the lack of a better name, I call them grounded as they are "grounded in reality". These adventures are:

- Extremely familiar (at the start) as they are not based in fantasy (not even popular fantasy), but historical (or pseudo-historical) reality. Instead of dwarves and elves, you have knights, lords and peasants - mostly peasants.
Unpredictable in terms of monsters, traps and treasure - not only because these can be different, but also because they might be absent. Maybe some of the monsters are just humans in disguise, or there is a single monster in the whole adventure. The treasure may be ordinary (painting, books, etc.) instead of magical.
- They are coherent: there is usually an explanation for the monsters, traps and treasure you'll find.
- They create more inconveniences for PCs as clerics and mages might be harder to find, adventurers are not necessarily well-respected, and the authorities exist and might react to law-breakers accordingly.

Now, you could describe your GURPS, Hârn or maybe even Game of Thrones campaign as "realistic", "historical", "sensible", etc. And, even in vanilla modules, you will have ordinary keeps, castles, soldiers, etc.

But I'm also using LotFP modules, which start on an ordinary setting and then throw the PCs into a well of weirdness. The key word here is contrast: in the middle of an ordinary village, there is a giant blob monster (example). Or: the Swedish army is coming to Karlstadt... and the city has been already been invaded by strange creatures you've never seen anywhere (Better Than Any Man).

This way, you make the fantastic more special by internal contrast. Conversely, in "weird" adventures, everything is fantastical, and the fun comes from contrasting it with more familiar modules.

A strange example from 5e might be Curse of Strahd. The scarceness of fantastic creatures (goblins, dragons, aberrations, etc.) and the repetitive nature of the foes (mostly undead, witches and werewolves) enhance the weirdness of Strahd and the castle, making it more than a mere vampire in a random dungeon room - which, BTW, is why the whole thing was created in the first place.

The danger here is monotony. Are we even playing fantasy games if there is nothing fantastical about it? Do we play these games to fight monsters or to battle starving peasants? 

I've run games of "cops and robbers" before, but I find games with fantastical features much more fun (which might be one of the reasons so many people play D&D and even most GURPS books involve large amounts of fantasy). These features are not necessarily dragons and spells: you could have weird technology, time travel, zombies, deities, super-powers, etc.

Which one is better?

I realize that by merely reading this post you might think I prefer weird/grounded adventures to the more "vanilla" stuff. I do think vanilla, by itself, becomes a bit boring for me as a GM after a while - although I've seen PCs have fun with it, as it is comfortable. So yes, I'm a bit tired of the same old clichés - but I do not think vanilla is bad "per se" (and I still use vanilla adventures). 

I think it is one flavor that you can mix with others for great results. Maybe you give it a coherent take (see GURPS Banestorm) or use the vanilla as a basis to throw an unexpected contrast at your players (e.g., inserting a spaceship in the middle of an otherwise vanilla campaign). Or vary a little so things do not get stale. As noticed above, I'm using many different kinds of adventures in my sandbox, and I think this keeps things fresh. I already used more vanilla BFRPG stuff, but also LotFP and DCC, and they interact in interesting ways.

Familiarity, coherence, novelty, sensibility, etc., are qualities that can be inserted into any adventure.

My own adventure tries to use a bit of each ingredient: you have the (more or less) familiar demons and imps, but no goblins, orcs or skeletons. The hive-inspired shape of the dungeon has a reason, but it probably looks different than most dungeons. There are peasants and clerics, but also mutants and insect-people - and they all have a reason, or at least a justification, to be where they are.

But mixing it all is only one possible solution. Many of the adventures mentioned above lean heavily on one of these aspects, and do great things with it. And these are not, of course, measures of quality. There are many things I look in a module: organization, novelty, usefulness, coherence, etc. 

"Weird", "vanilla" and "realistic" are just flavors - everyone has their tastes, but you can have superb ice cream with all kinds of ingredients.

Thursday, March 23, 2023

Doom of the Savage Kings (DCC #66.5) - Actual play review

Doom of the Savage Kings (DCC #66.5) is DCC adventure by Harley Stroh (if you don't know DCC, read this). Here is the blurb:

A Level 1 Adventure

High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe.

Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!

Why did I buy/read this? I find many DCC adventures interesting. So I've gathered some for my current sandbox, including this one. I ran it using my Dark Fantasy Basic, which required some mild adaptation.


This DCC module is somewhat of a classic; I've heard people say good things about it before, but I hadn't tried it. So I just inserted the village of Hirot into my sandbox, a few rumors, and the PCs eventually went there to investigate. 

My players are currently in the third level. There were three of them, with three first level hirelings. I changed some stats, but not much. So, while I felt that the adventure looks hard for 3-4 1st-level PCs, I cannot say for sure. This is not meant as criticism, however; the adventure is fair, and players with some experience will avoid some of the worst traps in their way (and, if they decide to take on a dozen enemies at once, they'll get their fair "reward"...).

This is a typical DCC adventure: cool ideas, good maps, good art, some weirdness and humor. In fact, it feels a bit less weird than some DCC adventures I ran before: there's a village, and obvious threat, a small dungeon (in a barrow-mound), a magic weapon, a witch...  It has a "classic" feel,  like a scene straight out of Three Hearts and Three Lions

Still, the bits of weirdness are all interesting, creative and coherent: the snake-ghouls, the demonic hound, the cursed swamp, and so on. This is about the right balance between creativity and familiarity for me. 

As for the adventure structure, it is the "focused sandbox" that is common in modern adventures: the goal is more or less clear, but there are multiple ways to get there (one of them being obviously more likely). There are decent amounts of exploration, social interaction, and combat. There are great creatures, NPCs and traps. There are enough places and people in 20 pages to create multiple different situations without ever putting the PCs in a railroad. Likewise, the dungeon is not linear and has multiple entrances.

(I must add that I really like the format and contents of this dungeon - it is clever, creative, coherent. I had some difficulties understanding the map for a moment, but that might be just me).

Like most DCC adventures, each monster and magic item is peculiar: there are no goblins and skeletons in adjacent rooms, nor simple "+1 spears": things always have a small distinction or two at the very least. Magic items might be a bit too abundant for 1st-level adventurers, but this is a dangerous adventure for them, so I think it's fair.

The only baffling thing about the adventure is one particular scene that takes less than one page: the PCs get ambushed for no apparent reason, by NPCs they were, in theory, trying to help - and they also kill their hirelings automatically, which feels like a cheap shot. A direct confrontation in these circumstances felt harder than facing the hound (in my game, the PCs managed to win due to being high level and a failed morale check, but I don't know if this would be available with 1st level PCs). It is unclear if there is room to negotiate to avoid a fight (the NPCs are willing to surrender), or if it would be possible to still deal with the village after such a battle. In my games, the PCs considered simply leaving after that, the village be damned, but ultimately they decided to face the hound (I would have accepted any decision, obviously).

I mention this not because it detracts from the adventure - it doesn't - but only because I think the DM should think about this specific scene before running the module.

And, by the end, having a few loose threads might prove very useful for my sandbox...

Overall, I found this to be an awesome adventure, above average even when compared to other adventures I've picked because they were specifically recommended.

OVERVIEW (explanation here):

Usable? Yes! This one is well organized and straightforward.

Inspiring? Yes! A bitt less weird than some DCC adventures.

Bloated? No. It has the right size.

Tiresome? Not at all.

Clear? Yes, mostly.

In short: As you can see from the overview, this adventure succeeds in each of my five criteria. This is probably a first here. DCC adventures are usually good; this one has a bit more social interaction and a bit less weirdness than others. Because of that, it feels like a great adventure to start a DCC campaign. Recommended! Get it here.

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Thursday, February 09, 2023

The God That Crawls (actual play review)

The God That Crawls*, is a LotFP adventure by James Raggi (if you don't know LoTFP, read this). Here is the blurb:

A murdering cult.
A religious order dedicated to protecting sacred history.
An ancient catacomb full of danger and reward.
The God that Crawls

A dungeon chase adventure for characters of levels 1–2 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Why did I buy/read this? I find many LotFP adventures interesting, including Better Than Any Man, which you can get for free. So I've gathered some for my current sandbox, including this one. I ran it using my Dark Fantasy Basic.


Review:

Like many LotFP adventures, this has awesome ideas, mixed with strange stuff. It seems like they always intended to do something novel instead of the tired "goblins and skeletons in adjacent rooms" that you can find in many D&D adventures, and I commend them for that. 

On the other hand, this taste for novelty sometimes makes the adventures become "anti-adventures" - instead of something that is easy to use, they become partially exciting, partially unusable.

For example: instead of providing hooks, this book says:
The hook or motivation to get the player
characters to the church is up to the Referee,
who would know how to get the players
involved better than any adventure writer. No
hooks that cast suspicion on the priest or villagers
before the adventure begins should be
used, as the natural paranoia of adventurers
will be in effect anyway.
[...]
Father Bacon is the leader of both the church,
the community around it [...] 
He will be very adamant about not allowing
visitors beyond the altar of the church. [...] 
It is perfectly possible (even likely with
some groups) that player characters will
not fall for any of the tricks and will not
be trapped in the dungeon, especially if
the Referee seems a little too eager to get
them down there. No matter. If they just
walk away, they are leaving a lot of treasure
behind. If they do something rash
like slaughter the priest and/or a bunch
of villagers and walk away, they will have
the legitimate authorities after them
soon and that will be adventure enough.
Force nothing; this adventure provides
an environment and a handy guide for
resolving “What happens if…?” within
that environment. This adventure is not
a club with which to bludgeon players.

So, you need a strong motive to invade a church, that the book doesn't provide. On the other hand, if you do invade it, the book advises you that the PCs should be drugged or captured by troops and tossed into the dungeon. And if the PCs don't want to explore... eh, what can you do? Maybe choose another adventure.

[In practice, Raggi was partially right - the usual PC paranoia made sure that one PC insisted enough on exploring the catacombs that they convinced the priest. Had I followed the instructions to the letter, maybe the PC would have to choose violence against the priest or simply leaving.]

There is basically one monster and LOTS of treasure. It is an interesting setup, and GREAT for a change of pace. The monster is basically too strong for the PCs, and the fact that there is only one main, unique antagonist makes it feel "special".

The goal of this module is forcing the players to think about encumbrance, movement, and mapping. The life of the PCs depend on it. And there is more treasure and artifacts than the PCs can carry, making these choices really meaningful. If you play this module handwaving movement and encumbrance, you're missing half of the point.

However, there are so much gold and magic items (and most of them in a single location) that it makes them feel less special. Also, most are cursed or dangerous, to the point of saturation.

Books? Some will kill will with no save, others will curse you, and one will eventually destroy the universe. Scrolls will cause genocide across Europe if sold to the highest bidder. or give you +1 attack bonus for killing your parents. Magic weapon? Cursed. Statues? Cursed. Jewel? Feeds on blood or maybe sucks you into the void if you try to take it. A pile of excrement? Well, now that might be useful!

There are also ordinary potions and scrolls, and many items that the PCs will probably not be able to understand, carry or use.

In short, unless you have an easy way of identifying magic items (e.g., "make a spell saving throw", etc.), you'll need another session after the PCs have escaped to even start making sense of what they got. Or, if the PCs are creative and want to test the items on the spot, they'll probably pay dearly for it (and become discouraged fast).

And then there is stuff like this:
If at any point a character takes exactly 8
points of damage (at once or cumulative,
not 7 or less, not 9 or more, but at some
point has taken exactly 8 points) while on
the chariot, from any source, he dissipates
into a whirlwind of sorrow and pain. Any
player who laughs at this naturally without
prompting can dictate the results of any one
die throw in the future (do not reveal this
until the chariot stops). If it is the player
whose character has disintegrated that
laughs, he gets to determine the results of
any two die throws in the future (including
during new character creation).
Any players caught laughing insincerely
because they have read the adventure and
wish to get the bonus must paint their nose
yellow for the rest of the game session. If no
yellow substance suitable for this purpose
is available, one of that player’s character
ability scores, selected at random, will be
reduced to 3 until such time as the player
completes an entire session with a yellow painted
nose. Note this is a player-facing
effect and new characters suffer this fate
until the player complies.
I get that this is supposed to be humor... but it happens often, in random places, throughout the adventure.

Anyway, the actual dungeon is really good. It gives you a labyrinthine feeling right away, with all its passages, ups and downs, etc. Aside for a few situations where you just can't win (best not to engage at all), most objects are interesting and provide clues for the challenges ahead.

The map is decent (and good-looking) but I've found it hard to navigate due to the (baffling) use of roman numerals and shades of blue and green that look very similar on the screen (also, it is printed in black and white in other parts of the book). There are enough stairs that will make you flip back and forth constantly. Finding the way out took me a while. I misunderstood one door to be barred from the wrong side, but that's probably on me. 

In short: spend some time studying the maps before running this module.

If you want to tone things down, you can change some of this stuff or allow some saving throws, or roll to identify items... Alternatively, I think it would be fair to start with a hook that allows the players that they are going into a place full of stuff that might be better left buried, and that they must be incredibly careful when interacting with it.

The art in this product (by Jason Rainville) is awesome and flavorful.

The writing is good (if verbose), the backstory is great, and overall I'd recommend checking this out if you want to play something different than the usual stuff. I enjoyed running it and may even leave the players an opportunity to go back (they escaped with lots of treasure, so I'm not sure of what they're doing next).

OVERVIEW (explanation here):

Usable? Yes, with a bit of GM work it becomes a great adventure.

Inspiring? Definitely! Turns the idea of "monsters in the dungeon" on its head, it has great flavor and novelty.

Bloated? A bit. You could cut the page count by half if you wanted something more straightforward -although I'm sure there are people that enjoy the absurdist humor, the crazy ideas, etc..

Tiresome? No, except, again, for the "paint your nose yellow" ideas.

Clear? Yes, except maybe for the map.

In short: Awesome for a change of pace, requires some modification if you aren't interested in giving PCs of levels 1-2 the opportunity to become insanely rich, obtain legendary artifacts and potentially cause genocide and world destruction... or if you don't want to tell the players to put their character sheets in an envelope and leave in a public place yadda yadda. Way more interesting than most "vanilla" adventures.

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Saturday, December 10, 2022

Railroading paradoxes (plus: diegetic RR, meta-RR, ticking bombs, good and bad RR, deus ex machina, etc.)

Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome (Justin Alexander).

The first railroading paradox is this: if you negate a player's choice to go into a dead end, you're railroading. But once you reach the dead end, there is no more choice.

And that's okay. In order to make choices, the possibility of making a bad choice must be on the table. Enough bad choices and there are no more choices to make. If necessary, make a new character. In short, past choices can negate future choices.

(I'll use RR as an abbreviation for railroading from now on)

Allowing players to put themselves into bad situations is one of the most important protections against RR. Anyone can see how unfair and frustrating is to save your beloved villain from the PCs with dice-fudging and "deus ex machina" only to have him reappear later. But there are lots of GMs who think it is fine to save the PCs from the villain in a similar way. It is not. It is equally RR. You're negating player’s (bad) choices.

Choice for the players usually means they are able to risk and even sacrifice their characters.

[Notice: I do not mean random TPKs are mandatory. I mean the players get to choose. It is okay if you all agree beforehand that PCs can never die, or that they can only die when willingly risking their lives for something they believe in. As long as everyone knows what kind of game they are playing - see the next section about "social contracts"].


What is "player choice"?

Player choice is role-playing their PCs however they see fit. This usually includes risking and even sacrificing their characters when they find adequate. Taking this choice away is RR.

It does not necessarily include choosing elements that are extraneous to their character's actions. HOWEVER, before the game begins, or when there is no role-playing occurring, it is often a good idea (sometimes even necessary) to allow  players to choose elements that are extrinsic to their characters: for example, "what about playing a campaign in the northern wastes next month"?

Notice that this "social contract" limits future choice even in character actions: if a player agrees to play a campaign in the northern wastes and the first action his PC takes is going south, he is either trying to make a new character, or a certified a-hole (and maybe you should find a new player).

This is another example of how past choices can negate future choices.

Deus ex machina

Deus ex machina [...] is a plot device whereby a seemingly unsolvable problem in a story is suddenly and abruptly resolved by an unexpected and unlikely occurrence. (source)

I think this is an important aspect of RR - especially the unlikely part. In this context, a potential TPK is a "seemingly unsolvable problem" that the GM can solve with RR.

Diegetic railroading and meta railroading; explicit railroading

Diegetic RR happens "in-fiction": help suddenly arrives out of nowhere, etc. Related to "deus ex machina".

Meta RR happens in the game mechanic - you fudge the dice, alter AC or HP, etc., to save the PCs or to let a villain escape.

Both are similar in that "the GM negates a player’s choice in order to enforce a preconceived outcome". I find diegetic RR preferable because at least is obvious and honest, while meta-RR is closer to cheating.

And explicit, direct RR is better than covert RR, in general. Maybe "a green dragon attacks you on your way to town" is barely even RR, but "a green dragon attacks a neighboring town and you must go there to fight it or the king will throw you into prison..." is. In both cases, the PCs have no choice but to face the dragon, but the first one at least removes the illusion of choice (see here).

Good and bad railroading

RR is usually a bad thing IMO, but not all RR is created equal. The worst forms of railroading are the most unlikely and also the most independent from player's choices. "Rock falls, everyone dies" is a good example.

On the other hand, if help suddenly appears, right after the PCs have just made an ally in the last scene, it barely strains credulity. And a rock that falls because the PCs failed to disarm a dangerous trap is not RR.

Notice that I'm NOT saying that RR is okay if the players do not notice it (it is quite the opposite, as seem above). It is not. I'm saying that might be some gray zone that deserves to be considered.

There is some aspect of unfairness in railroading. This might deserve a post of its own.

Consequences are not railroading

"If you don't take the quest, the king throws you in prison until you comply" is probably one of the lowest form of railroading that can be found in old adventures (and Descent Into Avernus).

However, having the king throw the PCs in prison because they committed a crime is not RR, it is the consequence - not the denial - of player choice.

Acts of God and Force Majeure are not RR

Earthquakes and tsunamis are not RR. They generate preconceived outcomes and are immune to player choice, but are not made "in order to" negate player choice. Same applies to plagues, riots, revolutions, and ancient red dragons destroying entire cities.

Ticking bombs, the end of the world, an another RR paradox

To avoid a "schrodinger's dungeon" or  "schrodinger's sandbox" (e.g., a place that is frozen in time until the PCs enter, which I call "railroading in time"), it is often using to have "ticking bombs". "The villagers were captured and might be killed in a week if not rescued".

This feels a bit like a RR, but noticed the PCs usually still have a choice. Let the villagers perish, etc. But what if they know the villagers will be used in a ritual to summon the demon lord and end the world?

"If you don't take this quest, the world will end" sounds even more extreme than being thrown in prison. However, if somehow feels less RR to have a lich planning to destroy the world than to have a king throw the PCs in prison until the perform a service.

(BTW: I have recently played a Shadow of the Demon Lord campaign that did exactly that in its finale - either the PCs act in X hours, or the world ends).

Why is that? I think it might have something to do with affecting the PCs directly and specifically. Also, in D&D worlds it feels more likely to have a world-shattering peril than to have a king that can easily overpower the PCs but also needs them for a random task.

The "end of the world" scenario is an extreme case and should be used with great care IMO. Still, it is NOT RR if the PCs still have choices.... and the possibility of failure.

Affecting the PCs directly is dangerously close to RR

A heart attack cannot be controlled by the PC's actions. But you can easily see how giving a random heart attack to a PC can become a tool for the worst forms of railroading. 

Likewise, being thrown in prison for a crime you didn't commit is iffy unless you've made some enemies before.

Every time the PCs are affected directly by seemingly random events, the GM must be extra careful to avoid railroading.

In any case, the GM can avoid direct RR by using tools such as social contracts and random tables ("we are playing a realistic Pendragon campaign, after 40 y.o. your knights have 1% chance of sudden death every year").

In conclusion: sometimes, the GM must negate player choice

In conclusion:

- RR is anti-RPG since it limits the possibilities of role-playing (literally, it limits the capabilities of players playing their roles).
- Player choice can (and often should) be negated because of past choices, including previous actions and social contracts.
- As a rule of thumb, the GM should not negate player choice without their knowledge.

Related posts:

Thursday, November 03, 2022

Sandbox quest, Part II

Part I here. Still looking for cool dungeons, ruins and encounters to scatter into my new sandbox campaign.

I'm using Dark Fantasy Basic with a few changes, but any OSR adventure will do (and even some 5e -see below!).

As I've said, it's a lot harder than I expected - I almost gave up in favor of just proposing a series of adventures.

I'm currently on session 3, and it's been going well. It was a hard work but not that I've made a map an chose a few dungeons, things are starting to run themselves.

Well, here is my second attempt at finding cool locations and good hexcrawls.

FWIW, I'll also note that I've written my own OSR adventure, The Wretched Hive. I already ran it with this group. It contains the stuff I find important in these modules: coherence, different monsters, variety, etc. If your tastes are similar to mine, check it out!


Anyway, here is batch two:

Isle of the Unknown: This looks perfect! Weird monsters, forests, coasts, creativity, no orcs, goblins or skeletons (he skipped the familiar stuff on purpose). The art is amazing. Good map and well organized. I like the Greco-Roman flavor too. Unfortunately, it is all too random and lacking coherence (it has thematic coherence - statues, zodiac signs, etc. - but not much about the society, factions. etc.). Hexes are barely related, towns are described in an incredibly terse fashion, monsters rarely get a word about behavior or languages. This is "funhouse hexcrawling" to the max. Not what I want right now. Well... maybe use some bits.

Morgansfort - This has been recommended repeatedly. A free BFRPG hexcrawl! With a well-made home-base, maps, and three dungeons! The dungeons, however, are full of the stuff I dislike: a succession of goblins, kobolds, orcs, skeletons and giant monsters. Well, it is a start, and I like the town itself, maybe I can ignore or change some of the dungeons. So... Yes.

The Hidden Shrine of Tamoachan - This has a great balance of vanilla, classic, weird, and flavorful.  It is small and fits the theme. I'm looking at the 5e version, which also has some great art (but no PDF version, and I'm playing online). So, I might get the original, or use the one I have. Yes!

Gregorius21778: The Four Flames & the Final Archway - The author sent me a copy so I could check this one out. And it checks a lot of boxes: it has a naturalistic vibe, it somehow feels like a real place instead of a collection of goblins and orcs (there are none of those here). The enemies are bats, worms, things you might find in a cave - in addition to the foul things that haunt the place. Yes!

BTW, he also sent me 20 Sacred Sites (yes!) and suggested 20 Encounters in the Ruins of the Elder Beings (maybe), which are decent additions to scatter in a sandbox. I've included the first in my folder (some entries are more useful and interesting than the ones in Isle of the Unknown, above), and I'm torn on the second one - it is good, but I feel I need to add a cave map (and maybe some additional stuff) to make it work properly.

Coming up: Some DCC RPG modules, and more! Leave any suggestions in the comments!

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Monday, October 24, 2022

Sandbox quest

So I have started a new sandbox campaign. Something in the style of West Marches. The PCs are explorers from a distant land, that arrived recently by ship. I've written some lore and things look interesting... Jungles, pirates, many cultures, castles, factions, lost civilizations, shades of gray... Will share with you later as we go. 

I'm using Dark Fantasy Basic with a few changes.

I have a nice overview of the setting, and I've been looking for cool dungeons, ruins and encounters to scatter into my sandbox. 

Well, it's a lot harder than I expected. 

First, let me tell you of some past campaigns...

I liked CoS and ToA despite the terrible organization. They have BOTH a coherent "narrative" and a sandbox setting, (mostly) railroad-free. They are, however, too verbose and extensive (and somewhat flawed). Interesting nonetheless.

I ran the entirety of Tales of the Demon Lord, each adventure is about 2-4 pages. It works well, but it lacks some coherence and the sandbox aspect. 

Before that, I've ran a couple of campaigns I created, but they were mostly GoT-style intrigue.

Now I want to build my own thing. Start with a home base (in my setting, the "Seven Castles" in the shoreline of a mostly unknown continent) and let PCs explore, interact, etc. I really like that setup for several reasons I might explain later. BTW, the PCs are now in a tropical jungle area, which makes me rule out some modules I've found (e.g., deserts, snow...) - or at least save them for later.


Since I cannot find any other big campaigns that interests me in the OSR sphere (except megadungeons), I thought I'd start looking for good OSR adventures and go from there.

Well, all I could find until now is rooms and rooms full of orcs, skeletons and giant bees in succession, with little rime or reason. 

So: I'm going through all my PDFs to find stuff I can use. Mini-dungeons, ruins, villages, locations, and even full hex-crawl modules that are portable enough (and not dominated by orcs and goblins).

Yes, I'd like recommendations, especially if free. But, for now, I'm taking a quick look at a few PDFs to see if they fit the bill. I'll also go through some recommendations I already got online, and whether I'll pursue them or not. Anything that looks good goes to my sandbox folder...

I'll say I'm not particularly interested in:

* Megadungeons.
* Orcs, goblins, etc., and skeletons living in random rooms for no reason (unless it is an undead-themed place, for example).
* Generators to create my own setting (I'm doing that already and I already have plenty of B/X random tables).

I'll also note that I've written my own OSR adventure, The Wretched Hive (currently on sale). I already ran it with this group. It contains the stuff I find important in these modules: coherence, different monsters, variety, etc. If your tastes are similar to mine, check it out!

Anyway, here is the first bunch:

* Qelong: this module is pretty cool, it has everything I wanted - coherence, creativity, a sandbox aspect, terseness, a decent size... and some jungles. Alas, we've already played it. If you haven't, it is worth checking out. So, nope, but maybe check for unused encounters.

* Monkey Business - a jungle hexcrawl by my friend Jens (The Disoriented Ranger). This is more "toolbox" (lots of procedures, random tables, etc.) than a finished piece that I can add to my setting. It is full of interesting ideas and weird encounters, however. It has a very gonzo vibe and relies mostly on intelligent monkeys - which I'm not sure I want to add to my setting (but I can easily replace for something else). I can certainly use some jungle encounters and tables (not to mention mushrooms, aliens, villages, tribes, etc.), so... Yes!

B2 The Keep on the Borderlands - A classic. Decided to skip for now because of the description: "The Caves of Chaos themselves showed off the introductory nature of B2 in another way: They're pretty much a who's who of the humanoids you could meet in Basic D&D, with separate caverns inhabited by kobolds, orcs, goblins, ogres, hobgoblins, bugbears, gnolls, and even a minotaur. Gygax later admitted that the result wasn't "ecologically correct," but that wasn't really the point.".". No, not what I'm looking for right now. Nope.

*  The Towers of the Weretoads - A very small location, very terse, PWYW, cool monsters, no orcs... It is free and could fit anywhere. Yes!

Wreck on the Reef - A blog post (from https://clericswearringmail.blogspot.com/search/label/maps and adventures) describing a wrecked ship. It has some authentic "wrecked ship" feel - with a decent amount of empty space, which I like. Too many monsters (although they are fitting - sharks, giant crabs, etc.), which I can edit out. Fits my theme perfectly (the PCs are currently on a ship and the campaign is partly coastal). Yes!

N1 Against the Cult of the Reptile God - this one seems perfect. Theme, size... also a classic. I haven't bought and I have hundreds of unread modules... but it looks enticing and not expensive, so... Maybe?

Next: maybe some BFRPG, DCC, and One-page Dungeon stuff. Plus, give me your suggestions!

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