Myriador d20 modules

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Nuvole!
Archmage
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Re: Myriador d20 modules

Post by Nuvole! » Mon Apr 22, 2013 5:59 pm

Hi Skathos,

I agree that this ruleset needs some fresh adventure (and that's what I'm doing as a Director), but I found that players like to mix in some classic module as well, every now and then. Probably it adds some "old flavour" to the game.
I'm the real Nowhere man, sitting in my Nowhere land, making all my Nowhere plans for Nobody.

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skathros
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Re: Myriador d20 modules

Post by skathros » Mon Apr 22, 2013 11:46 pm

My thoughts exactly, Hullalla ! A little bit of classic, then a little bit of new, then a little more classic, then some more new...keeps everything fresh.

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torus
Knight
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Re: Myriador d20 modules

Post by torus » Tue Apr 23, 2013 1:33 pm

Another reason to create new material designed for AFF is that many of the original solo books don't necessarily translate well to the RPG form, particularly in terms of their linearity and plot constraints.

And even where the gamebooks are great, Titan still needs a bit more regional detail to stitch things together. The Titan book is a fantastic overview of the world, but it doesn't help so much at the the level people have been discussing here, linking adventures and planning campaings

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