D&D 5E Which Would You Rather Buy/Use?

F) Dungeon magazine format, a couple of random adventures every couple of Months that are not linked and that I can rip off and run in my own game.
 

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E with a touch of D.

I haven't run a canned adventure for decades. Literally. And not "literally-as-figuaratively" but literally-literaly. On the other hand I'll steal ideas, terrain and traps, plot twists, random rumor tables, interesting city locations, etc.

I'd pay for a "Book of parts" the size/cost of A, fully of junk I can cannibalize. "Oh shoot, they took that clue that way and are heading into the sewers. Hmm, here's a evocative sewer description table, a crazy urban-hermit seer who lives in a sewer that I can use for some plot hooks, and a bunch of short sewer encounters - a couple of which are the right level."
 

B or C. I liked the old "module" format much more than these 1-15 books that leave gaping holes for the DM to fill in.
 

E) Totally depends on setting and/or a mix.

What I discovered in 3E was that I love Eberron, but don't like making up adventures for a published setting. Given my lack of free time, my #1 choice would be some combination of stuff that gave me levels 1-20 support for a couple of campaigns in Eberron, with some back-ups for mid-level. Part of that support would be to really dig into the flavor of the setting. You don't have to upset the end-state of the setting (no Khorvaire-changing events, please), but make it really pop, somehow. No, I do not want to convert any more FR modules to Eberron, even vaguely genericized modules.

I'd even be willing to rotate through settings, with one dip (1-20 or 1-15) in each. Dark Sun, Ravenloft, and Birthright are all gimmes. Something odd, like Oriental Adventures, would probably get my attention, too. I would be open for a single trip (only) through the Realms, Planescape, or DragonLance (I like the setting, but think it works best for novels), but would not go bother to check them out if I was already in the swing of a campaign.

Failing the above, or probably even as a first choice, would the option F proposed by [MENTION=45197]pming[/MENTION].
 

I would like C. Loosely linked adventures that don't have to be linked at all. I for one do not have a bunch of old modules and don't want to buy their pdfs and then translate them to 5e.
 

Hiya!

F. :)

Not a new idea... mostly just a reaffirmation of the old. I *love* the way the old 1e modules were done. One every month or so, 32'ish pages, unattached card-stock mono-chrome-map cover. Lots of maps, simple NPC descriptions with bare-minimum stats (re: no half-page or full-page+ "detailed write up"). Random encounter charts for various areas, levels, etc. Overall story baseline, with one or two 'plots' going on that can be taken and run with...or completely ignored...as the DM desires. Something I can pick up, skim over for an hour before game time, and just play some f'in D&D!

All these new "story first, substance second" adventures that WotC/Subsids are putting out are fine and dandy, but MUCH too expensive for the amount of replayability they are likely to get, as well as being just outright horrible for actual in-game use. When I have to have a half dozen book marks (at least!) in a big, clunky hardback just to run one "encounter"...something is wrong. That is not conducive to making the DM's life easier to run a game.

Give me a b/w, floppy, stapled-together 32 page adventure module that is written with the same mentality that 5e was written in (re: "fast and loose", or "here are the basics, you can flavour to taste"). A lot of old modules get poo-poo'ed for various reasons. However, I have played (mostly DM'ed) a LOT of my old modules over and over....with primarily the same group of players!... all through my DM'ing experience. I can't tell you how many times I've run "The Keep on the Borderlands", "Dwellers of the Forbidden City", or "The Secret of Bone Hill". But I can tell you that every single time I ran them, they had different stories, outcomes, surprises and experiences. For $10 each (roughly), I've gotten probably THOUSANDS of $$$ worth of adventure out of them.

The "Lost Mines of Phandelver" in the Starter Set was the right way to go (sans glossy pages...I can't stand glossy pages). Alas, WotC decided to nix that and go with $65 hardback "story books you can play" so that they can more easily do whatever the hell it is they are trying to do with "D&D, the Experience!" branding shenanigans.

So, yeah. Bring back the 1e style adventure modules style! :)

^_^

Paul L. Ming

Oh yes this.

The modern pre-written adventure path forgets the term "module" and what it actually means. A simple adventure module can be inserted into the ongoing campaign with minimal fuss. Often the contents of a module can be used in whole or only in part. The modular nature lend itself to better flexibility and re-playability. The contents are a simple premise or scenario, and some fleshed out locations. These are valuable tools for a DM to use instead of a canned pre-written story meant to be consumed and cast aside. I still have all of my old modules and still find ways to use them in numerous games. A good module is like a tool that can be used in many different ways. I would like some new tools for 5E.
 

Well, I can honestly say that I do not care for the "super-sized" adventure paths that have been put out for 5th Edition.

I do like the idea of the occasional "adventure setting" book or independent modules like the older BECMI/AD&D styled ones (if I happen to like them) to fill in spots in my larger campaign setting. :)

Outside of that, I tend to work up my own stuff. :D
 

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