I never really responded to my own topic.
I generally have a positive feeling toward modules. I like the feeling of options and extra innings, 20% more free, even if I don’t get to it. That said, it’s done well and done poorly.
La Granja came to mind first as a game that does it well. Core La Granja is great, there’s nothing wrong with it.
Principle 1: Modules are optional
Once you’ve sort of mastered a core experience, it’s nice to have something more to dive into. Another thing La Granja does well is offer a variety of modules clearly labeled with their function. Grand Markers focuses the game on the area control. Colchonera and Donkey Song put more focus on the siesta track. One module makes the game more interactive and cutthroat. Another gives each player asymmetric powers giving you a new engine optimization puzzle instead. This one maintains the core feel of the game. This one adds a whole new arena to worry about. This one makes the game harder, this one makes it easier.
The offering covers all the bases, and the options are clearly defined before you commit to learning one.
Principle 2: Modules allow you to tweak the game according to your mood/preferences and make it easy to do so
I think the last and obvious thing is just that they are fun. Not a marketing gimmick or an incompletely playtested option included “just in case.”
Principle 3: Modules are good (obvs).
The counterexample I listed is Evacuation. It comes with “variants” instead of modules. In the manual it’s organized as standard game and advanced rules. In the end, I found the standard game lacking (principle 1). I had to read the rules several times to get a feel for what each variant would do and then did trial and error on a few permutations to hit a target (principle 2). In the end I did find a version that I liked. So yes to principle 3. But this 1 of 3 scenario gives the “not quite playtested” feel - or we made a game and then did a rough dumbing down of it to make it more teachable, and ended up with a worse standard game for it.
Other games that, I think, do it really well are:
- Honey Buzz
- Carson City
- Energy Empire
- Empyreal
- Heat (maybe less so as the modules feel mandatory…)
In all of those, the base game delivers, and tacking on a module feels like going to the closet and picking an outfit. What do I have, what do I want today, I’m spoiled for choice.