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
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.
There's no accounting for inexperienced Reddit GMs. That whole site is insanity. GMs only need to make constant adjustments if they're telling a story. The game itself is consistent.
 

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Some modules are a lot of prep in my experience. Some are really long with convoluted plots and lots of moving parts. Organization in writing and style varies widely.

That is the thing with many modules. I like modules like that, but some you really have to read three times or so to fully internalize everything that is important to the scenario, you need to make notes, you often have to make important changes or fix things that don't fit your group. Obviously some modules are written more in a style to be open and played but others are meant to be read. I don't know peoples reading speed, but I always sound out the words in my head when I read or I feel like I don't retain as much detail. So a 96 page module or more is going to take me more time to read than it would take me to prep for a scenario.
 

Most of my early days (ran my first module in 1981) as a DM were using modules. They were easier, they provided me with a 'style' of play, informed me of how the game creators meant the game to be run, and had art.

Now, Homebrew adventures/campaigns are much easier with the internet. Prior to the internet, not so much. Now I buy modules for 3 reasons; 1) I can afford them, and it supports the creators/artists, 2) I like to see the world that is being created, and 3) as others have noted, inspiration. I do occasionally even run them.... :)
 

Some modules are a lot of prep in my experience. Some are really long with convoluted plots and lots of moving parts. Organization in writing and style varies widely.
And many big prewritten modules make you read all 256 pages of them to be able to understand what's going in the first few chapters, since NPCs or groups are referenced but not actually explained until the later section (written by a different freelancer).

If you're someone who reads big adventure modules for fun, this won't seem like extra work, but for those who don't, it's a significant outlay of time, as it comes with making notes to help organize the information in a way that the publishers didn't do for the customer.

There are adventure publishers that do an amazing job with organization, presentation of information and publishing works that don't need to be read ahead of time to be able to be satisfyingly played at the table the first time they're opened, but they don't tend to be in the 5E space.
 
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I mostly buy adventures to get DDB access to the stuff inside them (monsters, magic items, traps, etc.). I sometimes run pieces of pre-made adventures, or very short adventure paths, but ultimately I find it more rewarding to create my own adventures in response to the choices the players are making. And, frankly, less work than adapting someone else's adventures to our preferred style and ongoing character arcs.
 

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.

This. I hate adventure paths because player deviation (and gm improvisation) creates too much work later. And I hate forcing adherence to rails for more than 2 or 3 sessions. Rails are fine for short stretches but over the course of a year or more they leech out the fun.

However I will happily use pregen one-shot type adventures in my bespoke homebrew campaign. They give me time to rework the core plot when the players do go sideways and/or they provide events that are (probably) unrelated to the core plot, so it keeps the party unsure which events are really connected.

I literally just bought the entire 48 adventure run of AEG d20 mini-modules off Drivethru for $8. Each of them is like 10-14 pages long. Total crapshoot on quality but at $0.15 each.....

.....and that answers the question. WotC can't match the decades of inexpensive d20 3rd party products on cost, so they have to go for quality. To justify printing a glossy cover they need a lot of page count which they currently equate to adventure paths.

Maybe they'll bring back some digital-only form of Dungeon magazine as part of a DDB subscription.
 

The last 21 adventure modules I bought (all PDF):

Fantastic Locations Fields of Ruins (3.5) during the setting maps sale.

Dark Designs (Call of Cthulhu) during the Cthulhu sale.

The Great Old Ones (CoC) during the Cthulhu sale.

Federation-Klingon War Tactical Campaign (2d20) got it free on a promotion.

Hellboy Korhonen I & II (5e) part of a sale bundle.

Alien RPG Destroyer of Worlds, Heart of Darkness

The Illumination of Aldebaran (Tiny Cthulhu) part of a bundle.

Dungeon Crawl Classics Dying Earth #0-8 (DCC) DCC Dying Earth Bundle of Holding.

Project Bayern (Traveller) part of a Mongoose 2300 Bundle.

The Waking of Willowby Hall (OSR) Deal of the Day.

Losing Face (Gumshoe) part of a Swords of the Serpentine bundle.

And that takes me back to 8/1/24. There were a bunch of AD&D modules I got during the Christmas in July sale before that.
 

Some elements for example, would've been much improved if a couple random tables were offered, with a line or two of flavorful text.
There are two 2E AD&D Books, Cities of Mystery and City System that have some great tables to randomly roll up quick city-based encounters. I always keep these handy when prepping and running games.


 

About effort level, folks are definitely talking past each other. What do you need to be ready to run a game? That answer is different for everyone. The folks that say "Running a pre-written module is more work" aren't claiming they can produce an equivalent to that pre-written module faster than buying and reading it.. They are saying they don't need something of that detail to be ready to run an RPG session. They are saying they can produce a session of the same quality by writing a brief sketch of their own adventure idea and improvising from of that, with less work than absorbing tens of thousands of words from someone else--likely multiple times until they reach the same level of "ready to run" intuition about someone else's story that they innately already would have about their own. Yes, the homebrew won't have the adventure-specific maps and the NPC portraits, or the intricate family tree handout ready to go, but these are just nice-to-have, but not critical parts of an RPG session.
 

I used to spend hours creating adventures. I was trying to mimick a D&D module. With experience I realized I only needed bullet points or diagram of the adventure and post-its in the Monster Manuel.

Whenever I buy an adventure I always end up changing it to my taste. Sometimes it's more work than making my own adventure.
 

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