aramis erak
Legend
I had that epiphany in about sophomore year in college. (puts it about 1991.)So I'm just wondering who here has had similar experiences as myself. Or have you, kind reader, sworn of anything pre-written for good?
I like modules for setting-rich games in short runs. Vaesen, for example... the process for writing adventures is straight forward... but the setting isn't, and my adventures didn't feel right to me. I wasn't "getting it." and 3 of the 5 modules were excellent. The 4th was not going well - players lead themselves down the wrong way, then they had a 3 week off break due to player in hospital. (She's fine. Sans one internal organ, but fine.) The 5th looked like a rehash of one of the others. This is an issue for me with all "monster of the week" type games.
So... doing silly stuff for now. With Talisman Adventures, I know the kind of wonky fetch quests it should need. So, while adventures would be nice, they're hardly needed, and in two weeks, I should have my Talisman board game for actual "inspirational draws"...
I've not needed modules for SG1, either. but I've advanced a few timelines. Nor, for Star Wars, but I do like the ones I've used. My favorites being the one for Force and Destiny (In the playtester credits), and the Otherspace and otherspace II for WEG.
WFRP, The Enemy Within has a good reason it's been redone for each edition: It's that good.
I've always used Traveller's published adventures... but now I appreciate them more. I no longer think of them as a crutch, but a springboard.
I now have come to rely on modules more, simply because 40 years GMing I'm rehashing ideas in various ways every time.