How Dungeon's Adventure Path® saved our group
Say boys and girls, has your weekly game group ever suffered from "DM fatigue"?
Sure, everybody has at sometime. Well, for our group, things were looking grim indeed. We'd worn through a couple DMs, and when the latest had to quit due to work commitments, it looked like we were destined to break up!
But then, Chris suggested trying out Dungeon's Adventure Path® -- a premade campaign rife with good old-fahioned dungeon crawling, unique settings and lots of intrigue.... Gosh, that was just the ticket! More than eight months later, we're still going strong and having fun! Thanks, Dungeon® magazine!
Yes, for the busy DM on the go, Dungeon® magazine offers a regular bag of adventure goodness delivered to your doorstep! Simply open, read and play....


OK, seriously. We ARE playing the Adventure Path, and it HAS been a lot of fun and kept us busy for quite some time, and it has made it a lot easier for our DM to keep up a weekly game.
I agree that there are more good adventures out there than anyone could ever play in lifetime -- and more keep coming. All we need now is more time to play.
Having said that, I agree with Waylander's assessment of the published adventure formula. Way too many of them, including most of the Dungeon magazine adventures and even the Adventure Path, follow that forumula precisely. To use most published adventures, you do have to be willing to accept some degreee of formulaic design.
I've just started running a Skull&Bones campaign of unrelenting moral ambiguity with PCs and NPCs for whom traditional alignment definitions are meaningless, and adventure possibilties have many sides to approach or choose to play on. But I can't even imagine what it would take to boil all that down into publication in a module format.
Carl