Abacus Tabletop Games

What is a SAAM?

The tl;dr Version

"SAAM" stands for System-Agnostic Adventure Module: it can be used with any Foundry game system. To do so, Actors and Items cannot be included, but a GM can use the ones provided by their system (or create their own). My SAAMs mitigate this by making the most of everything else, especially Journal entries: a GM could run the adventure without preparing anything and roll dice straight from the text provided.

For a freely available example, see Tombs of the Serpent Kings.

The Long Version

"SAAM" stands for System-Agnostic Adventure Module. This means that it is built to be usable with any Foundry game system. For a freely available example, see Tombs of the Serpent Kings.

An adventure can be written for a specific ruleset but still be a SAAM: it does not mean "rules-agnostic". The idea is to let GMs use the Foundry tools they already have and still be able to use ready-to-run adventure module. So an adventure written for the Old-School Essentials ruleset can be offered as a SAAM. I could then be played in Foundry using the Shadowdark Foundry system, the D&D 5e Foundry system or literally any other.

A SAAM makes Foundry adventures as flexible as a PDF or a hard copy is for analog play: it lets GMs use all the tools they already have to run it at their virtual table. Maybe they already entered lots of data in their system of choice; maybe they already bought premium compendia; or maybe they want to play using a system they know and love for which they selected add-on modules. A SAAM does not force them to use another system to take advantage of a ready-to-play Foundry adventure module.

Seeing lots of publishers offerering SAAMs, from small indies to big companies, is a dream of mine. I hope it will catch on.

What Is Missing From a SAAM?

There are only two things that cannot be part of a SAAM: Actors and Items. A GM would have to use the ones provided by their system (or create their own).

A Foundry game system without Actors and Items would feel lacking: no ruleset-specific automation would be possible.

But for adventures offered as a Foundry module, this is much less of a problem. Sure, monsters and NPCs cannot be provided as Actors; equipment and abilities cannot be provided as Items. But adventures rely for the most part on what is already offered by their Foundry system for this: a GM would only need to create new monsters, NPCs, equipment and abilities. The existing compendia would suffice for the rest. Having ready-to-play scenes (set-up with walls, light, sounds, regions, etc.), journal entries (including map keys and handouts), rollable tables, card decks and macros is what saves GMs the most time when preparing an adventure.

How I Mitigate the Lack of Actors and Items in my SAAMs

To make the GM's job as easy as possible, I make the most of system-agnostic Foundry tools available, especially Journal entries.

Suggested Add-On Modules to Mitigate the Lack of Actors and Items

Foundry VTT is great in large part because of the sheer quantity of available add-ons provided by the community, most of them free. Some of them can be especially useful to mitigate the lack of Actors and Items in a SAAM. I'll update this list as time goes on.

My Sales Pitch to Publishers

SAAM is my dream, but I can't make it reality alone. Fortunately, I think that they are great not only for GMs, but for you, too!

My Sales Pitch to the Foundry VTT Team

Having lots of SAAMs on offer makes your already top-of-the-line VTT even more attractive. We can already play without a subscription. There is already a ton of add-on modules. With SAAMs, it would make it easy to play online as we do since the beginning of the hobby: by kitbashing adventures from a magazine using another ruleset with tons of house-rule.

This ideal of freedom, sharing and community is right at home with the Foundry values.

I would love it if you encouraged your user base to create SAAMs. Some ways it could be done: