Thread #97643851
Anonymous
Looking for easy to run modules that are idiot-proof and preferably system-agnostic 03/02/26(Mon)11:51:24 No.97643851
Looking for easy to run modules that are idiot-proof and preferably system-agnostic 03/02/26(Mon)11:51:24 No.97643851
Looking for easy to run modules that are idiot-proof and preferably system-agnostic Anonymous 03/02/26(Mon)11:51:24 No.97643851 [Reply]▶
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Hello, help a sort-of-newfag-but-not-really with running a game.
My current group is wrapping up 4 years of Call of Cthulhu campaign. We are playing on a weekly basis online via discord, since the group is spread all over Europe. Not only is there a fatigue with the campaign itself, but the GM is also tired of running this.
After lots of consideration I agreed to pick up the mantle to keep running, but there is a simple issue of my utter lack of experience. I only ever played, and this is my second group ever, so I only have experience with CoC with them and The Witcher (the Polish one) from back in uni back in 2015-2017. I only ever played, never ran anything, and those are the only two games I have any real familiarity with.
I already consulted my GM from back in the college years on this, and he said the best start would be to find good modules that can't fail on their own and just run them straight out of box, either to gain experience or to simply have gaming material going. My group wants something more up-front and adventurous than CoC occult investigation, and his suggestions were Yarra, River of Death (the classic Polish river exploration campaign, with his in-notes, that auto-railroads itself due to being bound by the river) and Pirate Borg's starter scenario (he said it's just impossible to fumble it as a GM, even as a complete newfag).
I already read both, I think I can handle those, I also watched pic related and a bunch of his other videos on running modules.
But this gives me - optimistically - material for maybe 3d3+2 sessions, more likely 4-6. So I will be out in two months tops. What are other modules that are:
- well-written in terms of actual handling of them, rather than some intricate plotting
- adventure- and action-centric (but not exactly combat-centric, this is boring as hell)
- system agnostic, so they can be easily ported (we are most likely to stick to BRP, since it's the same thing as CoC)
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>>97643872
Oh, I guess I forgot to specify:
Nothing for CoC or similar avenues. We are done with this. And after reading some of Chaosium modules, I find them to be "missing steps" plans that outright assume what players will do, how rolls will play out and how players will keep reacting to things - and we saw that early on never panning out when our current GM was using modules.
And I want to avoid exactly that: running a module that ultimately can't be run out of the box and has some design flaws or cooked-in assumptions
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>>97643851
OVA has a lot of modules that are literally children-appropriate. And not just in terms of content, but being ready formulas for games, pin-pointing stuff and explaining why it matters when you are running.
>>97644930
Did you read the OP, or are just shooting blind?
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>>97643851
"System Agnostic" out of the box? No, not really. Pre-made adventures tend to have monster stats and tell you what checks to call for.
"Easily adapatable to any system?" Sure. My favorite adventure of all time (and I've said so many times before on /tg/) is The Song of the Fens. Can you stat some giant leeches, undead and a troll? Do you have something to check for athletic/acrobatic ability, and something else to check for social roll success? If so you're all good. You can find it in Dungeon Magazine #40:
https://archive.org/details/dungeon-magazine-040/page/n3/mode/2up
Usually I recommend it as "for a group new to roleplaying," though, so it might be a little silly for a group already used to heavy roleplay. It's mostly good for a group where people are nervous about roleplaying, because its hijinks carry the players through even if the only thing they're roleplaying is "dave sitting at the dinner table with some dice in his hand."
But it's still one I love running.
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>>97645318
>stats and tell you what checks to call for.
Those things are adjustable
I need something that can't be derailed easily nor isn't dependent on specific things happening/player taking exact approach. Stat blocks are an afterthought.
>The Song of the Fens
Read it, feels like someone short story with mechanics bolted to it. And my basic question is - why should the players even care to get involved, other than "today, we are playing this"? The whole scenario reads like an assumption the players simply want to get involved, because.
We had this problem with CoC modules, too - the sensible thing was always to just pack and leave, ignoring their premise. It outright assumed that our PCs were suicidal and/or unable to learn from past experiences, creating this weird feeling of detachment
Yarra scenario, the one I plan to use first, quite literally puts players on a river barge and their very survival depends on staying on it and keeping it afloat. There is no other way than down the river, too, so it (no pun intended) goes with the flow.
The starter for Borg has meanwhile entire island packed with activities, so not picking one leaves seven other to be picked. And you need a ship to get out of the island, so you will pick at least one of the "jobs".
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>>97643889
>running a module that ultimately can't be run out of the box and has some design flaws or cooked-in assumptions
Basically the only kind of modules or scenarios that work like this are location based scenarios from early in the hobby. Any module your going to run is going to take some adaptation, either to make it work for your table, or to adjust on the fly when the players do something the module didn't account for, which *will* happen.
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>>97643851
The real question is - why do you want to run modules? You come from the perfect background - CoC - to know how to set up a game in just five sentences.
All you need for today's game is the general premise and 3-5 (never more, never less) that need to happen that day. Its unfailable, because there is nothing really to fail, and the motivation emerges from players interacting with the very first event. They didn't? Move to another.
From the top of my head, CoC idea
>Players run a motel, new client arrives off-season, he's found dead the next day
>At certain point, person arrives and asks around for the guy (discreetly), but wants to rent the same room he was in
>Players also meet investigative journo
That's it. You've got three events fro today's game, and everything else is just players reacting to them. They run the establishment, so they are bound to react in some way.
Such scene-and-event based development of situation is much more efficient than having billion elements pre-planned and pre-arranged, because those are either overplanning for potential outcomes (wasted time and effort) or full-on railroad (which is just bad game scenario, period).
Since you found Skorkowsky on your own, I would pick some of his videos on running games, since he's really good at covering this stuff and in very similar fashion. I'd also suggest reading starter for Broken Compass (it's for free, so you can readily get it). It's a so-so game, but it is really fucking great at explaining how to structure things and how to roll with random outcomes and player's outlandish ideas, without sacrificing what you initially planed. Shame mechanics are shit, but GM tips are top-notch
>>97645996
>t. retard
I bet you are one of those fags who post "No plan survives contact with players" as a justification to never plan anything at all.
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>>97645874
>the sensible thing was always to just pack and leave, ignoring their premise
No module will survive lack of buy-in from the players, the problem is elsewhere.
If a PC decides they'd rather grow turnips than participate in the adventure, tell them to make a new character that will engage with the game.
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>>97646077
>I bet you are one of those fags who post "No plan survives contact with players" as a justification to never plan anything at all.
How do you get this from "you will have to adapt anything prewritten at some point? And you are you so fuckin' mad?
You should absolutely plan things out. And modules are (in theory) great for newbies. I'm using modules right now for the game we are learning, because I don't need the extra cognitive load of writing shit for a system I've only played a handful of times. But a module, and indeed most prep, is a starting point. When I actually do full prep, it's usually writing individuals and factions with defined goals and plots that the characters can interact with, rather than any kind of plot or event that the players may or may not end up interacting with.
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A few ideas:
For d100, Runequest is good. I'd probably go with Apple Lane, Borderlands or Pavis (all RQ 2E but easily adapted).
For D&D, Lost Mine of Phandelver is pretty much bulletproof, and the Starter Set will walk you and your players through it. Red Hand of Doom is also fun and easy to run.
For Sci-Fi, the Traveller Starter Pack is easy to run, maybe run Death Station, Gods of Marduk or High &Dry, then (if your players are enjoying it) you could go for Pirates of Drinax or The Borderland.
Coriolis is another sci-fi option - Last Voyage of the Ghazali to start with. Or the new Coriolis - The Great Dark.
Cyberpunk - Tales from the Forlorn Hope and/or Hope Reborn, or Cabin Fever.
Lots of options. You can also look by author - Gareth Ryder Hanrahan's stuff is uniformly excellent (for example).
Symbaroum or Ruins of Symbaroum for low-magic gritty fantasy in a very well-developed setting.
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>>97645874
>"today, we are playing this"
if any of your friends who know you are doing it for the first time insists they need more, they are fucking retarded
>CoC modules, too - the sensible thing was always to just pack and leave, ignoring their premise. It outright assumed that our PCs were suicidal and/or unable to learn from past experiences, creating this weird feeling of detachment
Ok, you have to be trolling
I can't imagine people organizing and making time to gather weekly and to play a game to just go
>nah fuck that, that sounds scary, my character is gonna bounce and leave for the nearest pub
nigga why the fuck did you even come here in the first place?
>stats and tell you what checks to call for.
>Those things are adjustable
yeah and it also requires enough effort to borderline defeat the entire purpose of a pre-made module
>The starter for Borg has meanwhile entire island packed with activities, so not picking one leaves seven other to be picked. And you need a ship to get out of the island, so you will pick at least one of the "jobs".
well here you go!
seems like you already have a module you want to run, hope you'll have tons of fun
thread closed
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>>97646167
this
>>97646178
wrong, try again
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>>97645874
>Those things are adjustable
>Stat blocks are an afterthought.
You're the one who asked for "system-agnostic."
>why should the players even care to get involved, other than "today, we are playing this"?
They shouldn't. You asked for adventures and got my favorite. Maybe if you've already got "borg" and it's full of activities of the type you're looking for, and whatever yarra has and it's already a media res like you're looking for... just run those?
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>>97646554
There is always that module made out of the "9th Gate". It runs on any system, with any setting. And it's even self-continuing, fulfilling OP's other demand.
Of course the trouble is, it's a prime CoC module, so go figure why I didn't propose it itt
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>>97646178
You mean the river physically blocking the PCs from leaving? You can put that in any module.
Fantasy? There's a magic barrier.
Sci-fi? There's a not-magic barrier.
Modern/cyberpunk? There are death chips implanted in PCs necks that explode if they leave.
Cthulhu? There's alien geometry preventing people from leaving like in Uzumaki manga.
>Why the PCs should care about the campaign premise?
That's something the players need to answer, not the GM. If the players don't like the premise, they need to tell that to the person running the game, not sabotage the game by having the PCs leave.
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>>97646590
>>97646607
Ironically, maybe I misunderstood what he meant by idiot-proof.
I read it as it was well tuned, so any given encounter isn't way harder or easier than intended, so even an idiot can run it and play in it without it leading to instant tpk or feeling too easy.