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.

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Virtually nothing in D&D is generated during the session. The location, the NPC's, the situation, that's all generated by the DM before the session most of the time.

Oh man, I wish that were true. I'd say at least 30% of material is come up with at the table and that is often far more important than the other 70%. The enemy they decided to deal rather than fight, the place they went to without warning, which random npc they decide to "adopt", plus the times I as a GM improv an NPC that becomes someone the players seek out.

Those are the parts that make the world feel alive.

If I declare that my character goes into the local smithy and talks to the blacksmith, by and large, I cannot do that unless the DM has detailed the fact that there is a smithy in the location I'm at. For example, if I'm in Phandalin, then the player 100% cannot declare that they talk to the blacksmith since there's no blacksmith in that town.

I rarely detail communities before a player expresses a desire to go there. Waste of effort if they never do. Inns and the like I have mapped for a few days in any direction. A sentence or two about the next major population center down each road, a sentence about what the territory in between each is like.

Blacksmiths are a given in villages of a couple hundred. The little farming hamlets might have one, but I'll likely roll some dice.
 

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The enemy they decided to deal rather than fight, the place they went to without warning
You still needed to prep those enemies though. That NPC they go and seek out, you have to prep that NPC. You have to have put that NPC in the game for the players to seek out. It's not like the player can declare they go and see the sage in Town X and you are obliged to add a sage in Town X for them to talk to. The only way they went to see that NPC is if you prepped that NPC and added it to the game at some point.

And this whole "place they went without warning" stuff? Who does that? You're in the middle of an adventure, doing this and that, whether it's following up on something the player's are pursuing, or something the DM has hooked, and the players suddenly abandon everything to go off somewhere completely new without any warning?

You actually have players like this? You actually have 5 (or however big your group is) players who will not only agree with each other to abandon whatever it is they are doing right now, but will also agree to go off somewhere completely new without warning?

I can't even begin to fathom how you DM for a group like that.
 

You still needed to prep those enemies though. That NPC they go and seek out, you have to prep that NPC. You have to have put that NPC in the game for the players to seek out. It's not like the player can declare they go and see the sage in Town X and you are obliged to add a sage in Town X for them to talk to. The only way they went to see that NPC is if you prepped that NPC and added it to the game at some point.
There are tons of NPC stats readily available if you need them, but you don't need stats for a sage. You make up a name, decide whether it's likely the sage knows the answer to the question (standard difficulty levels are in the PHB now and were in the DMG before) and just roll it.

None of this needs prep. If you are more comfortable with prep -- like me with random name generation tables -- you can have it, but the game absolutely does not require any of this.
And this whole "place they went without warning" stuff? Who does that?
Players, all the time, famously.
You're in the middle of an adventure, doing this and that, whether it's following up on something the player's are pursuing, or something the DM has hooked, and the players suddenly abandon everything to go off somewhere completely new without any warning?
Yes. There's a whole industry providing materials to drop into games when just this kind of thing happens.
You actually have players like this? You actually have 5 (or however big your group is) players who will not only agree with each other to abandon whatever it is they are doing right now, but will also agree to go off somewhere completely new without warning?
I mean, yeah. The group falls in love with an NPC who doesn't even have a name but isn't even supposed to do anything other than hand them a message from the local guildmaster of thieves or they completely misunderstand the clues you've laid out and suddenly they're booking a ship for a city on another continent that, up until now, is just a name you stole from an obscure fantasy novel the rest of the group hasn't read.
I can't even begin to fathom how you DM for a group like that.
And I think that's the crux of the issue. You and your players are Lawful and a lot of us have Chaotic players and may be Chaotic ourselves. And we're all playing D&D, just with our own styles and in ways that we're comfortable with.
 

But, @Whizbang Dustyboots - that's my point. SOMEONE had to prep all that. Sure, you might have done the prep a while ago, or you bought a book to do the prep for you, but the point is SOMEONE IS STILL DOING THE PREP.

The system is not helping you at all here. You still needed all those random tables, all those extra books, all that extra material, just in case the players go somewhere you didn't prep beforehand. 🤷 In what way is this not prep work. Even in your nameless messenger example, THE DM STILL PREPPED HAVING THE MESSAGE DELIVERED. The only reason that the Messenger is there is because the DM prepped the material.
 

And this whole "place they went without warning" stuff? Who does that? You're in the middle of an adventure, doing this and that, whether it's following up on something the player's are pursuing, or something the DM has hooked, and the players suddenly abandon everything to go off somewhere completely new without any warning?

If players know you are not married to a particular direction, I find they are more prone to do this sort of thing.

I think a lot of this discussions is getting semantic about prep. If I invent an NPC on the fly, I am not going to fully stat out that NPC unless I have a generator or something fast handy, but whether it is D&D or the game I am currently playing, I am going to note down key stats for the moment so I have something functional, then flesh the stats out more completely after the session (or I may rely on a premade stat block or a quick chart of NPCs by class and level). To your point in the other post, yes that is prep, but the key is you aren't the one doing that prep, and you can still run stuff on the fly, I would say even in crunchy systems, without prep. Obviously the more you know the system, the easier that is though.
 

You still needed to prep those enemies though. That NPC they go and seek out, you have to prep that NPC. You have to have put that NPC in the game for the players to seek out. It's not like the player can declare they go and see the sage in Town X and you are obliged to add a sage in Town X for them to talk to. The only way they went to see that NPC is if you prepped that NPC and added it to the game at some point.

And this whole "place they went without warning" stuff? Who does that? You're in the middle of an adventure, doing this and that, whether it's following up on something the player's are pursuing, or something the DM has hooked, and the players suddenly abandon everything to go off somewhere completely new without any warning?

You actually have players like this? You actually have 5 (or however big your group is) players who will not only agree with each other to abandon whatever it is they are doing right now, but will also agree to go off somewhere completely new without warning?

I can't even begin to fathom how you DM for a group like that.
I had a DM online recently who seemed primed to react our party doing crazy illogical whimsical stuff but unable to plan sensible, considered thoughtful stuff. When we didn’t act weird and murder-hoboish, and actually focused on what signals we were getting from the campaign he seemed unable to respond.

He was great at making a random encounter in a pub fill a 2 hour session but seemed to find it hard to consider logical outcomes, string clues together, foreshadow events, give us a sense we were learning about real occurrences in the campaign. It meant we only had our previous encounters to inform us and reason with. Stagnating and looking back.

That’s what winging it feels like to me as a player… make-work, idling around waiting for the lesser of who cares.
 
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I had a DM online recently who seemed primed to react our party doing crazy illogical whimsical stuff but unable to plan sensible, considered thoughtful stuff. When we didn’t act weird and murder-hoboish, and actually focused on what signals we were getting from the campaign he seemed unable to respond.

He was great at making a random encounter in a pub fill a 2 hour session but seemed to find it hard to consider logical outcomes, string clues together, foreshadow events, give us a sense we were learning about real occurrences in the campaign. It meant we only had our previous encounters to go on and reason with. Stagnating and looking back.

That’s what winging it feels like to me as a player… make-work, idling around waiting for the lesser of who cares.
Yeap, thats my experience too. What I highlighted above as a spontaneous GM. If thats the experience you are after (and a lot of players are) then its all good. I need a bit more structure than seat of pants play. YMMV.
 

But, @Whizbang Dustyboots - that's my point. SOMEONE had to prep all that.
In the sage example, the "prep" is "look at the standard difficulty level chart." If you're calling that "prep" then having a rulebook at all is "prep" and it's sort of a meaningless term to throw around.
You still needed all those random tables, all those extra books, all that extra material, just in case the players go somewhere you didn't prep beforehand.
No, I don't. I'm making accommodations to you, as it appears "just making it up" stresses you out.

I make up stuff off the top of my head ALL THE TIME. Many DMs do.
The only reason that the Messenger is there is because the DM prepped the material.
I pulled the messenger out of my butt on the fly just now, just like I do in the game:

"Oh, crap, the players are completely confused. I'd better make up an NPC to guide them back toward where they wanted to originally go."

I feel like I'm missing something here, because this doesn't feel like a mysterious or magical process to me. It's been part of my RPG experience since I first started playing 1E, with a DM at summer camp who literally made up an adventure just using the cover of the 1E PHB for inspiration. There were traps, ambushes, a whole complex he made up sitting at a picnic table, just based on the prompt of "temple with lizardmen and a big statue."
 
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There’s a vast gulf between “I have a monster manual and a couple of maps” and “I feel the need to have an entire pre-established line of rails / content or else I will explode” (the OP module / campaign question). I also refuse to consider “picking up a game’s core content (monster manual etc)” as “prep.”

People do absolutely run successful and engaging no-myth no-prep games in systems that support that. For D&D, the only things I’ve found the true need for “prep” is an outline of interesting things that may come true based on the last goal declaration from the party to give me interesting stuff to say; and some maps and tokens I have laying around on my computer for VTT use. If I was in person, I wouldn’t even bother with that.

That’s a huge gulf away from a pre-plotted, detailed adventure bought off the shelf. But I can see how it seems overwhelming for some to just have a Gazetteer to run from.

Hell, there’s games out there that have everything you need right in the materials for play. My current favorite, Stonetop (PBTA), has an excellent and rich world supplement ready to run with no-prep. Dolmenwood has an entire setting/campaign book you can do OSE hex crawls off all referenced and ready to go, no prep.
 

There’s a vast gulf between “I have a monster manual and a couple of maps” and “I feel the need to have an entire pre-established line of rails / content or else I will explode” (the OP module / campaign question). I also refuse to consider “picking up a game’s core content (monster manual etc)” as “prep.”

People do absolutely run successful and engaging no-myth no-prep games in systems that support that. For D&D, the only things I’ve found the true need for “prep” is an outline of interesting things that may come true based on the last goal declaration from the party to give me interesting stuff to say; and some maps and tokens I have laying around on my computer for VTT use. If I was in person, I wouldn’t even bother with that.

That’s a huge gulf away from a pre-plotted, detailed adventure bought off the shelf. But I can see how it seems overwhelming for some to just have a Gazetteer to run from.

Hell, there’s games out there that have everything you need right in the materials for play. My current favorite, Stonetop (PBTA), has an excellent and rich world supplement ready to run with no-prep. Dolmenwood has an entire setting/campaign book you can do OSE hex crawls off all referenced and ready to go, no prep.
I've pretty much always run D&D theater of the mind, so even in online games I do it without grid maps or tokens
 

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