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Do you make your own adventures?
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<blockquote data-quote="Rel" data-source="post: 1945691" data-attributes="member: 99"><p>I mostly just make my own these days. I find that when I use published material that I have to spend so much time modifying it that it would have been more efficient to just make it myself from scratch. The two circumstances where I will use a module are at the beginning of a campaign or when the point is to be lazy.</p><p></p><p>I find that a module can go in at the start of a campaign without a lot of problems and I used Forge of Fury in this capacity as well as Sunless Citidel (in different campaigns). The reason for this is that there is less groundwork already laid at the start of the campaign that you have to shoehorn the module into. After the start of things I've usually got so many other plot hooks running that it is hard to fit a module in that works seamlessly whereas my own creations do.</p><p></p><p>Then there is the lazy campaign. I ran a very casual D&D game for some casual gamers (including the wives of several guys in our regular group) and I didn't want to put a huge amount of effort into it. So I said, "I'll run Return to the Temple of Elemental Evil if you want. Roll up some 4th level characters and we'll start." I read and understood the module but made a concious choice not to change it. This game was fun while it lasted but eventually petered out due to scheduling problems and a new round of babies being born among some of the participants. But I'd follow the same format in the future under similar circumstances.</p></blockquote><p></p>
[QUOTE="Rel, post: 1945691, member: 99"] I mostly just make my own these days. I find that when I use published material that I have to spend so much time modifying it that it would have been more efficient to just make it myself from scratch. The two circumstances where I will use a module are at the beginning of a campaign or when the point is to be lazy. I find that a module can go in at the start of a campaign without a lot of problems and I used Forge of Fury in this capacity as well as Sunless Citidel (in different campaigns). The reason for this is that there is less groundwork already laid at the start of the campaign that you have to shoehorn the module into. After the start of things I've usually got so many other plot hooks running that it is hard to fit a module in that works seamlessly whereas my own creations do. Then there is the lazy campaign. I ran a very casual D&D game for some casual gamers (including the wives of several guys in our regular group) and I didn't want to put a huge amount of effort into it. So I said, "I'll run Return to the Temple of Elemental Evil if you want. Roll up some 4th level characters and we'll start." I read and understood the module but made a concious choice not to change it. This game was fun while it lasted but eventually petered out due to scheduling problems and a new round of babies being born among some of the participants. But I'd follow the same format in the future under similar circumstances. [/QUOTE]
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