Worlds of Design: Why Buy Adventures?

How many adventure modules (including adventure paths) do you purchase a year on average?


Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

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Picture courtesy of Pixabay.

Why Bother?​

Of course, it’s much easier to use a module than to make up your own adventures. But there’s more to it than that.

Simply put, game mastering takes time and effort. Game masters who use multiple sources requires significant demands on their time, something that is increasingly challenged by the diversification of other forms of easy entertainment. I discussed this in two different articles: Worlds of Design: The Chain of Imagination and World of Design: The Lost Art of Making Things Up

But it’s also certainly because adventures make game companies money. In many ways, making a game world out of whole cloth can be daunting to new gamers. It's just easier (and more lucrative) to buy adventures set in an established game world. This has the added bonus of causing a lot more commonality among the customer base (who can share tips and tricks with each other on how to play an adventure), and also happens to make those same game masters repeat customers as their players advance in level.

It wasn’t always like this.

The Hoi Poloi​

In the early days of Dungeons & Dragons, lack of a single campaign setting (we had both Greyhawk and Blackmoor), ever changing rules and editions, and the general inability to share them (no Internet back then!) meant games were messy affairs. Game masters made things up as they went along, customized rules as they saw fit, and largely played what could only be interpreted as a variant of D&D. And for some time, this wasn’t just the norm, it was encouraged by then parent company TSR, who wasn’t in the business of publishing adventures.

But that all changed over time. D&D became more solidified as the rules went from Original D&D to Basic/Advanced, to just one version. Along with the codification of rules came established adventures, many of them now legendary in gamers’ experience who played through them (e.g., Expedition to the Barrier Peaks, Ravenloft).

Of course, not all adventures were fully fleshed out either. Some had large gaps (both in the maps and text) where game masters were meant to customize to their liking, or roll randomly to determine what came next so players wouldn’t be able to metagame the adventure. Over time, this became much less common, to the point now that we get completely mini settings. For an example of how much has changed, see Beth’s review of Quests from the Infinite Staircase, which takes sandbox-style adventures from Basic and Advanced D&D and fleshes them out in detail.

The Art of the Module​

There’s also something to be said for the art of adventure creation. That is, there are definitely some adventures that are better than others, and those who figure out the magical mix are more likely to be bought by game masters who appreciate the effort. Or to put it another way, people who create published modules will, on average, likely be better at adventure writing than a novice, so you might choose to buy a few to learn from the best.

This trend is exemplified by Paizo, how pioneered the art of the Adventure Path. D&D’s level system ensures games take a lot of time and effort for player characters to level, which requires a lot of adventures strung together. A GM in the old days had to buy different modules and justify stitching their plots together, but with an Adventure Path the entire throughline seamlessly integrates from end to end, from the very first to the very last (usually 20th but not always) level. It's a lucrative model, as it requires significant investment from customers not just for one adventure, but for several.

A Question of Experience​

Whether or not you buy published adventures likely pivots on several factors: your prep time, your players’ interest in a campaign setting, and your experience. Game mastering is a significant investment, so if you don’t have the time, published adventures are the way to go. Your players might be deeply committed to a setting (like Greyhawk) and thus be only interested in playing in published adventures in that campaign world; conversely, they may like your homebrew so much they could be turned off playing anywhere else.

And finally, as you get more experienced, adventure writing becomes a lot easier. There’s nothing like playing a terrible adventure to motivate you to write your own. I doubt that there are many veteran GMs who have never used a commercial adventure module – I certainly have used them, for convenience (lack of time) or when one was especially useful or even famous (e.g. Against the Giants). I haven’t bought one for a long time, because I already have so many, and because there are so many free ones available. But it appears from Wizard’s catalog, and from the publications of many other publishers, that lots of people buy them.

Your Turn: Take the poll and let us know!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I agree on using a module isn't less work. The shorter ones that take a night or three to finish (Like White Plume) mostly just take the time to read and be familiar with the layout. The larger ones get problematic, as the further you get into them, the more likely the group has parted with the expected route or storyline, and quite often the party's personality gets entangled into the game so it becomes more and more likely the DM will have to end up building custom content because of player activities, backgrounds and whatnot.

I do wish WotC/D&D would go back to the smaller adventures in the 16-32 page range - and not anthologies, like Yawning Portal, Candlekeep and Infinite Staircase. Just one shortish adventure that can be squeezed into an ongoing game for a few nights. It's probably not profitable for them to do small adventures, but part of the reason I haven't bought some of the 5E adventures is because of the time commitment in getting through them.
 

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Totally agree with this. I think the reason a lot of people think running modules is easier is for two reasons. They've never run a game without some sort of aid. Or they just run crappy games.

Mod Note:
Arguments of the form, "You do it my way, or you are ignorant or bad at it," are inherently insulting. Insulting people gets you red text warnings like this.

There are more things in Gaming and Earth, Wangalade, than are dreamt of in your philosophy. People can have good gaming, but do it differently than you think they ought.
 



Except for the adventure paths i am no longer buying modules. BUT I still have most of season 10, parts of 3, and 5, and over 30 CCC modules. I am trying to run find time to run the ones I purchased.
but even back in the day I bought modules I thought i would run, or ones that looked interesting. so I still have city state adventures from 1e I haven't ran.
 

I'm only playing D&D right now and WotC only publishes 1-5 adventure books per year. If they produced more, I'd buy more. I don't generally use 3rd party adventures since the quality can vary so much and it's hard to tell which are the good ones before buying them.

Surely you'll make an exception for EnPublishing??? The people behind the greatest D&D forum on Earth also put adventures out on the regular! Check them out today!
 

1980 Me: I'm 10... I spend my entire weekend reading and coming up with crazy ideas for the game. I rarely bought a module.

2024 Me: I'm 54... I spend my entire weekend doing stuff that adults do... and maybe have a fleeting thought about the game. I buy modules and run them when I DM. Sometimes I buy them because they're interesting to read even though I don't plan on running them.

2024 Me still has imagination... it's just that the time sink of spending hours doing homebrew isn't there anymore. I tell myself that might change when I retire. But who am I kidding. LOL
 

Since this is just for D&D, I picked 1-5 but if I averaged out the number I've puchased over a ten year period it'd be less than one a year. When it comes to D&D I tend to stick with products published by WotC rather than third parties. Which is kind of odd because I absolutely loved Rise of the Runelords and Paizo was a third party publisher at the time.

I do like writing my own adventures but I don't always have the time to refine my ideas or playtest them. This might sound a bit naive, but I published adventures to have been playtested at least once which is one of the reasons I buy them. I've typically found the majority of D&D adventures to be at least playable and I can adapt it to suit my own needs. I still think 1983's Ravenloft module is one of the best adventures ever written for the game.

One big advantage to using a module, especially for newer players, is to give them an idea of how the game is supposed to be played. With YouTube and other online resources that might be a bit less important now, but for new players, or a player freshly turned into a DM, this can help them figure out what to do or what not to do.
 

With regular adventure books, there's so much you still need to do to turn it into a playable form and keep in mind and read ahead so you know what in the current scene is related to something that only comes up later... It just feels like work that would be easier if I was doing it myself from the start.

I might pay for a VTT adventure module that has all the maps/tokens/actions/flavor text/images/connections already ready, so I can focus on just running the game, not prepping materials for it. Especially if it's a module that gives the players freedom to choose from multiple places where to go, and I could just trust that a place I haven't even looked at is somewhat ready right away...

I assume most adventure books are bought by people who read them, not run them. And they are written for people to read and imagine, not actually run.
 
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One big advantage to using a module, especially for newer players, is to give them an idea of how the game is supposed to be played. With YouTube and other online resources that might be a bit less important now, but for new players, or a player freshly turned into a DM, this can help them figure out what to do or what not to do.
I agree to an extent, but I think how the game is "supposed" to be played is subjective, but I understand your point. Although there are some pretty bad published adventures. I haven't found any Youtube influencers or whatever you wish to call them that I can tolerate for more than a few minutes, and the "how to's and walkthroughs" sometimes aren't all that great, but then again, I don't watch any regularly and only look for pretty specific stuff when I do, so maybe I just happen to click on the wrong ones. If they help other people, then who am I to judge, just my experiences with them.
 

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