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 have to admit, I absolutely do not buy the whole, "modules take longer to prep than if I do it myself" thing. I mean, I just can't wrap my head around that.

Take something like Dragonheist. That's 256 typed pages with pretty small font. I mean, that's a minimum of a hundred thousand words. And it's probably considerably more. For a 5 level adventure. There is just no way you could do that faster on your own.

Basically people are claiming they could write novels faster than they could read them and it would be less work. Now, if you're great at improvising and your adventures are pretty much a couple of sentences for reminders and you never bother using more than three different kinds of monsters, maybe?

But, I just don't buy it. Sure, when I run modules, I typically don't run them straight out of the book. Fine and dandy. But, my prep for my current Shattered Obelisk campaign is about 20 minutes per 3 hour session. I read the next part of the adventure, make any changes I might want to tweak, and that's about it. Candlekeep Mysteries? I did a lot more prep for that one, mostly because I wanted to, not because I had to.

I actually ran Book of the Raven pretty much straight up. Made a couple of changes to some of hte baddies and added an encounter on the way to the old house, but, that was about it. Was a fairly forgettable adventure to be honest. Definitely not my favorite. But, on the other hand you have Shemshime's Bedtime Rhymes. That's a fantastic horror story. The only fleshing out I really did for that one was better maps, some art for NPC's and that was about it. Oh, and I did find someone how made a really creepy little girl singing the rhyme which I had playing on a loop in the background. That was great.

But, I'm sorry, I flat out cannot see how you could possibly prepare a 3 level adventure - say 30 encounters (not combat, necessarily, but, enough encounters to ding 2 levels) faster than I could prepare a module. I mean, heck, just a 1 level adventure is 10 (ish) encounters. That's a heck of a lot of work if you do it right.
 

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I have to admit, I absolutely do not buy the whole, "modules take longer to prep than if I do it myself" thing. I mean, I just can't wrap my head around that.

Take something like Dragonheist. That's 256 typed pages with pretty small font. I mean, that's a minimum of a hundred thousand words. And it's probably considerably more. For a 5 level adventure. There is just no way you could do that faster on your own.

Basically people are claiming they could write novels faster than they could read them and it would be less work. Now, if you're great at improvising and your adventures are pretty much a couple of sentences for reminders and you never bother using more than three different kinds of monsters, maybe?

But, I just don't buy it. Sure, when I run modules, I typically don't run them straight out of the book. Fine and dandy. But, my prep for my current Shattered Obelisk campaign is about 20 minutes per 3 hour session. I read the next part of the adventure, make any changes I might want to tweak, and that's about it. Candlekeep Mysteries? I did a lot more prep for that one, mostly because I wanted to, not because I had to.

I actually ran Book of the Raven pretty much straight up. Made a couple of changes to some of hte baddies and added an encounter on the way to the old house, but, that was about it. Was a fairly forgettable adventure to be honest. Definitely not my favorite. But, on the other hand you have Shemshime's Bedtime Rhymes. That's a fantastic horror story. The only fleshing out I really did for that one was better maps, some art for NPC's and that was about it. Oh, and I did find someone how made a really creepy little girl singing the rhyme which I had playing on a loop in the background. That was great.

But, I'm sorry, I flat out cannot see how you could possibly prepare a 3 level adventure - say 30 encounters (not combat, necessarily, but, enough encounters to ding 2 levels) faster than I could prepare a module. I mean, heck, just a 1 level adventure is 10 (ish) encounters. That's a heck of a lot of work if you do it right.
I 100% agree. I find it impossible to understand the bolded lines. But then I think about all the DMs I have chatted with (played with a few times). And this is what comes to my mind:

They don't write an adventure - they outline. In effect, they basically improv their way through most of the adventure reacting to the PCs' decisions. I remember speaking with two DMs who ran "pay sessions." Both said they had hundreds of written adventures ready in case the players made unexpected decisions. "Hundreds?" was the only thought in my head. Then I saw what they were talking about. A nice binder folder with an outline. Basically this:

"Insert town name" has a banshee that screams each full moon on a hill that overlooks "insert geographic location." The banshee is extremely distraught at her old home in town being used to smoke meats, as she was a strict vegetarian, and at one time the town's druid. The PCs can find out about her using these rumors in town: "Insert rumor table." There are two ways to free the banshee, kill her or set her free. You can set her free by convincing the town to stop using the house as a meat smoking hut. "Insert banshee stat block here."

That is one or two pages. That is what I think they mean (at least that is my guess) when they say they can write an adventure faster than using a published adventure.

Side note: It works for some DMs, but every time I have played longer than three or four sessions, with these types of DMs, there are increasing gaps, like a growing sinkhole, that swallows up any large plot arc. It also seems to have unexpected collapses that throw what should be in plain view into darkness.
 

If the claim is that running a low-/no-prep game is easier than preparing to run a highly-plotted adventure, that might be true, assuming the system being used supports low-/no-prep.

But I wouldn't express that point by saying that it's easier to create my own adventure than read a published one.
 

The poll asks about purchases.

I don't quite follow that. I mean, you've been playing RPGs for X years, and in that time you've purchases N modules, so your average modules per year is N divided by X. Which will be greater than zero, assuming that N is greater than zero.
Logically I suppose you're correct, but I haven't bought any adventures for several years and have no intention to change that habit.
 

I have to admit, I absolutely do not buy the whole, "modules take longer to prep than if I do it myself" thing. I mean, I just can't wrap my head around that.

Take something like Dragonheist. That's 256 typed pages with pretty small font. I mean, that's a minimum of a hundred thousand words. And it's probably considerably more. For a 5 level adventure. There is just no way you could do that faster on your own.

I think this really is dependent on a lot of things. Most people don't prep the way a module is written. So I think when people say that they simply mean they spend less hours prepping than they would if they read and adjusted a module for the same end result of gaming hours. Now if they are writing their adventures out in a structured way like a Paizo book, but that is different.
 

These days I probably only purchase about 3-5 a year. Mostly that is just out of curiousity and because I liked reading modules. But I make my own adventures for the most part (sometimes, like once, maybe twice a year I will run particular module for a special occasion). I used to buy them all the time when I first started. A few of my favorites remain 100 Bushels of Rye, Ravenloft and Feast of Goblyns. Isle of Dread is another I remember quite liking.
 

There is no need to make numerous in-game adjustments to published adventures. But we're clearly different: I'm playing a game and you're telling a story ;)
Please don't try to put words in my mouth. It's both insulting and wrong. A story comes from play at the table, not from a DM.

I do have to adjust to the characters actions as they can go in so many directions that don't match with what is envisioned before play or introduction of the characters. As I've mentioned before, not a single module out there would have dealt with the splitting of the Fellowship in LotR - an adventure is gravely affects by the characters in it, and by their choices. Another part of editing is to align with player interest; I would build up or diminish parts of an adventure to match. If the players are intrigued by 'this part' that isn't particularly fleshed out, and not engaged with 'that subplot', I can enhance the first at the cost of the second, and my table will have more fun.

"There is no need to make numerous in-game adjustments to published adventures." -- Wow. This is trivially shown to be incorrect. Go on Reddit, look for numerous reworks of all of WotCs 5e adventures. Filling in plot holes, correcting problems with scenes and encounters, making things hang together, fixing maps, adding missing connective areas. There is a huge amount of stuff out there because there is absolutely a need to make adjustment to published adventures.
 

The poll asks about purchases.
I noticed after marking it, but I didn't think it was overly important to go back and change my "0". I tend to leave my mistakes up for all to see :D The discussion since then has centered around running / using them anyway. And it's been over a year since I bought one...
 

...But two binders full? For a five level adventure? That’s a lot more work than I’d do.

Yes, people have been able to run it and found it enjoyable as is; part of my decision to purchase it was made because of the time they took to review or blog extensively about their experiences with it!

Some changes I made because I felt some elements of the story were underdeveloped or weak e.g. Zhentarim adjacent members running around replete in civic heraldry, flying snake tattoos, is a minor example that immediately comes to mind; I just liked the alternative structures some people offered in a number of reviews above better.

I don't anticipate they will be level 5 when they finish, they'll probably be higher.
 
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