Fix that module!: Night of the Walking Dead.
Posted: Wed Sep 11, 2019 8:32 am
Hey guys. So I'll thinking of creating a running series here (if it goes well) where we fix problems in our favourite modules so other DMs can use it in their campaign. I've seen variations of this theme in several posts, but never a dedicated one.
So the idea is to post ideas and changes you've made to the module to suit the campaign you're running, things that don't make sense, ideas to improve, or general filler fluff.
We don't need to do big essays, just dot points - unless of course it makes sense to expand.
We're kicking things off with everyone's favourite starter module; Night of the Walking Dead!
- The old cemetary. Every time I mention it the players automatically want to go there. It's the ultimate (and obvious) tease. I've personally had the graveyard keeper very superstitious and won't hand over the keys willy nilly. But that just adds to the obvious key plot point. What are we thinking here? Maybe instead of the old cemetary, perhaps just remove having it walled off, have the Tarascon mausoleum the centre of Marcel, but don't make it obvious. This gives the players freedom to explore the cemetary, and assuming they're not gonna explore every mausoleum, without giving away the obious plot point.
- Jean Tarascon. Hasn't been seen for several weeks. Depending on the interrogation of the priest, the players could get a killer clue about who's behind it. Maybe he's actually an active NPC. Hiding in plain sight.
- Fluff. The adventure takes place over several days. I struggled to keep my players interested without speeding up events. Perhaps a side quest, couple red herrings, etc...
Those are my starting ideas and I hope this becomes a thing!
So the idea is to post ideas and changes you've made to the module to suit the campaign you're running, things that don't make sense, ideas to improve, or general filler fluff.
We don't need to do big essays, just dot points - unless of course it makes sense to expand.
We're kicking things off with everyone's favourite starter module; Night of the Walking Dead!
- The old cemetary. Every time I mention it the players automatically want to go there. It's the ultimate (and obvious) tease. I've personally had the graveyard keeper very superstitious and won't hand over the keys willy nilly. But that just adds to the obvious key plot point. What are we thinking here? Maybe instead of the old cemetary, perhaps just remove having it walled off, have the Tarascon mausoleum the centre of Marcel, but don't make it obvious. This gives the players freedom to explore the cemetary, and assuming they're not gonna explore every mausoleum, without giving away the obious plot point.
- Jean Tarascon. Hasn't been seen for several weeks. Depending on the interrogation of the priest, the players could get a killer clue about who's behind it. Maybe he's actually an active NPC. Hiding in plain sight.
- Fluff. The adventure takes place over several days. I struggled to keep my players interested without speeding up events. Perhaps a side quest, couple red herrings, etc...
Those are my starting ideas and I hope this becomes a thing!