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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 04, 2019 9:16 am 
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Duke
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These teasers are... doing their job very well!...

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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 19, 2019 8:29 pm 
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Count
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Oh! Here is something I always wished was fleshed out a little bit more and maybe (fingers crossed) Philip could indulge with an episode (or even a paragraph.....)

in EPISODE XLVII: The Night of Goss, we get this little bit of info about Raddan Goss:

"Upon hearing of Skelfer’s involvement in the Mage Wars he quickly returned to the Material Plane and
secured this book deep within the dungeons below his keep." p6

This seems to be a different place than the tomb of Goss described in the episode.

It would be super cool to see something about Goss' keep. Like where it was and maybe the dungeon under it. Was it in Glendower?

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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 21, 2019 8:38 am 
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Peasant
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I brush up against Raddan only once in the first season. I do know why he wasnt on the material plane though...


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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 21, 2019 8:30 pm 
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Peasant
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Wasn't sure where to post but I'm nearly done with the first four episodes and I've cleared up most of the Campaign and Adventurer's Guides. Once I have the first twelve episodes done I'll load them all up somewhere and distribute them out. They come with pictures, maps, tokens, episode modules, adventure sheets, and certificate packs. The first twelve episodes are designed to be played in order and are considered a mini introductory arc to the campaign.

It's slow going, and now I wish I hadn't made fun of George R. R. Martin for his lack of writing. I'm getting cursed with the same type of problems but I think I cleared the block.

I think you're going to find that these twelve episodes normally take 4-6 hours to complete, they can take more if you roleplay the hell out of them. Fun fact, if you see a module marked as a "two-rounder" think 8-16 hours to complete. I really went overboard on Episode III: Hunting Grounds and we're about to play test it in two to three weeks to find out how long it actually runs. Once I put the modules through their paces with the test group I will put on there an estimated run time so those who are GMing these things have an idea of what to expect.

Also, if you are a user of Fantasy grounds you are in luck. Because most of the players I am testing with this don't live where I do I've put together two special modules:
* A Blackmoor Tokens module for use with all of the episodes
* And a Season 1 Introductory Arc module for you to use in Fantasy grounds to run the first thirteen episodes

Unfortunately the Fantasy Grounds package will only include the NPC pics, the Tokens, the Maps to play on, and the Encounters since I don't have the time to also put in all the boxed text from the .PDFs. But I figured it would allow those who also play remotely with others a quick way to be able to pick up the games and at least read the module off of the .PDF so they can play along. I've already used it for the very first episode and it worked quite well.

It is very exciting working my way through each of these modules one by one.

I keep checking back at my story bible and making tweaks; looking for links.

And I caved a little bit on my no referencing the other modules from back in the day.

This campaign takes place 5-6 years before the MMRPG campaign and it was too hard to resist making some call outs to people, places, or things we wrote about since there was so much left unsaid in those arcs that I figured this would be the place to revisit them.

So if you haven't played all the MMRPG modules for 3.5E, I recommend you get cracking and work your way through them otherwise you may miss some references, easter eggs, and some explanations for why certain rivals ended up where they were, took the paths they walked down, or swayed from the path...

I hope to get these next eight all completed and packaged up into Fantasy Grounds by the end of the Summer so I can release them to you all (and then get cracking on the back 14 episodes).


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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 22, 2019 8:16 am 
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Duke
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Fantastic news! 8)
How about releasing the adventures one at the time? :mrgreen:

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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 22, 2019 10:11 am 
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Peasant
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There is a Time Unit component which allows the players the ability to craft items or perform downtime activities. I haven't figured out how to do a release by release type of process yet if you don't play them in order. That's the last hurdle I'm trying to figure out.


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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Apr 23, 2019 9:07 am 
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Duke
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I am actually very happy to play them one by one, in the release order... :)

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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Jul 12, 2019 10:42 am 
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Duke
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Is this project proceeding?

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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Jul 28, 2019 8:08 pm 
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Peasant
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Yes, it is progressing! I took a slight break as I was learning how to write 5E low level modules so the first four modules might seem like a death march.

It wasnt until after Origins where I played a lot of 5E did I realize what I was doing wrong.

I'm halfway done with episode 5. Once it's done I plan to turn over all the material of Havard and I can let him post up. That way as people play, if they report back what is happening at their tables I can write some different twists and turns.

The group playtesting everything is progressing well and have really given me good feedback. This arc is very story driven and while I throw in a lot of story items there are definitely some bending of rules to allow for some thematic situations.

I think you all will enjoy it.

I had an idea when I started but it changed. Let me be blunt, I didnt want to touch the old mods we wrote but the more I worked my way into this arc and heard from the playtesters how much they loved the story from that...well...let's just say I've brought a lot of items back as call backs, there are some interesting Easter eggs for astute readers, and the links to the original modules do have some fun tie ins.

It actually made me want to write some modules to explain more backstory...and answer questions to those we posed or never got a chance to answer.

It will be a fun process but probably slow; I try to write one a month and I know they should run in four hours but each episode has really ranged in time.

The first one is four hours, the second, was four hours, the third took 12, the fourth we are still playing and we've taken 4 hours and it might take another four or 8. If you get a GM who can improvise and take some of the bullet points for roleplay and get into it the modules are definitely longer and more colorful. But if it gets skipped or downplayed you still get the full story.

Like I said, it is a slow process in 5E especially at low level and I've had to reverse a death or two so I've also mentioned that in the modules where the balance is a little off. I dont want you to die, but if you do I. These first few mids there isnt a penalty, think of it as a person just trying to figure things out lol.


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 Post subject: Re: Terror Inc's Designer wants to write more BM Adventures
PostPosted: Aug 12, 2019 1:00 am 
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Duke
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Fantastic news! 8)
If some episode needs more time to finish, maybe you can cut it in various parts, so each module will still fit the timeslot.

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