Do you Run Published Adventures As Is?

I can't remember doing so at any time. Maybe way back, but I doubt even that.

Interconnections and other story-related elements are often the first things to be redone. Usually some or many names. Oh, and of course the mechanics. Yes, these invariably end up forming some entirely unrecognisable beast.

So yeah, I don't often use pre-written adventures, as it is quite the undertaking to render them palatable and completely useful to me and my players.
 

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The "meat & potatoes" of a published adventure may stay the same, but the backstory usually changes to fit better with my world. In some cases, I have to add additional information, change stat blocks, or swap monsters. A lot of times, my interest in published adventures is to lift things I like, rather than using the module wholesale. Oh, yeah, and names. Names have to fit in with my world.

RC
 


Most of it.. although I do like to change it up a bit. Cause monsters/NPCs all need to be catered to th eaprty. Pus, the maps and layout is changed to add in goodies.
 

Arnwyn said:
I change very little - as with others, I run published adventures to save time.

I usually intertwine the PCs backgrounds with some of the NPCs from the published modules to give them a more personal feel and better reasons to be there. Some of the background plots get solved earlier in the campaign, some are resolved alot later with other NPCs from the later modules.
 

Yes, with only the most minor of modifications.

For instance, I took my group from Fane of the Drow to Red Hand of Doom. The only real change I made was to drop a map into the Fane. The map (of
Vraath Keep
) led the party directly into the events of Red Hand of Doom.

I also modify monsters and treasure to better suit the party.
 


Definately.

I find many adventures are designed to be more quality than quantity. The idea of a group of players spending a year playing through an adventure seems too long. In these cases the adventure (to use a dungeon crawl example) is made up of 5 rooms that advance the plot (entrance/hiring of players, pick up clues that help against the big baddie, Confront the big baddie). Then there are around 50 rooms that are really just a variation on the orc guarding a treasure chest.

What I do is take out 45 of the useless rooms (or combine some of them) and then leave the 5 that are important and another 5 that are just fun. This way, the players play through an adventure in a few weeks to a couple of months.

It alleviates the boredom but I understand it may not work for everyone. Our group of players is middle-age so exploring the same dungeon for a year of gaming would not be fun.
 

I always run published adventures but I'm usually spicing them up (try to anyway). I run a planar game so I try to swap out standard creatures with more exotic type of creatures. I also might incorporate environmental effects depending on what plane I stick the adventure on. Sometimes I mesh 2 adventures into 1 adventure.

Right now I'm running Dead Gods and I've blended about 7 other adventures in it so far :heh:
 

I change every adventure I run to fit my world...I once took an entire 2nd edition Dungeon adventure with a medieval feel and changed it to a 3.5 ed Egyptian feel.....

What made it easier for me was I scanned, ocr'ed, and corrected mis-reads into my computer and then just did find & replace to grab a majority of my changes.

I changed places and names for everything. I tweaked all the equipment to have an egyptian feel...
 

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