Adventures--Do you run them or cannabalize them?

If I'm actually going out and buying an adventure, then I'll be running it.

Stripping it for parts fails my cost/benefit analysis.
 

log in or register to remove this ad

I run entire campaigns with published adventures

I modify them only as much as necessary to hook my PCs, and then I use everything else as is. I even use everything as is if there's a level mismatch. (I've run adventures that were "too high" or "too low" for my PCs --- they never know what to expect) Expecting me to apply work to a published adventure stinks of unprofessionalism. If I had time (or the inclination) to do the work, I wouldn't pay for the published adventure --- I'd write it myself!
 

Chew it up, swallow, and what comes out rarely looks like what went in. But the pieces if looked at closely (if someone were to do that) would look familiar...

;)
 

Before 3E I ran all adventures/modules as is.
Now I cannabalize the hell out of them or don't even use them at all.
I might go back to my old ways but I am having fun winging it at the moment.
 

Napftor said:
Like the title says, when you pick up an adventure for 3e, are you actually interested in running the adventure or are you more interested in what it can provide your already creative mind (i.e. ready-made NPCs, maps, etc)? I'm of the latter camp and not afraid to admit it. How about you?

Its only usually the big campaign modules (RttToEE and the like) that I buy to both run and scrounge for ideas. Otherwise I'll only buy modules with the idea of running them in mind.
 



Seeing as how I don't play D&D anymore, I tear them apart and use the bare bones for my preferred systems (Gurps 4E, Harp), for which there aren't many (read any:) published modules. You just have to be careful not to grab something where the Big Bad is a Githyanki Sorceror/Monk/Dragon Disciple :)

TGryph
 

I make changes, but not so many that the module is unrecognizable. As I've become more confident, I'm winging it more and more. Basically my players wander around encountering plot hooks until they bite at one, then I run that adventure. Depending on what plot points they leave dangling, I then have recurring NPCs/organizations/etc. I have pulled interesting NPCs and monsters out of one adventure and put them into another one entirely. So far I haven't been able to use too many maps from one adventure for another - I'm hoping to that more as time goes on and my Dungeon collection grows.
 

I basically read them for ideas then take any interesting ideas or NPCs and inject them into my own world. I've tried to run them straight from the book but my players always found amazingly creative ways to either not get involved or to sabotage the entire reason for the adventure.
 

Remove ads

Top