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Have the third-party d20 publishers failed?
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<blockquote data-quote="Ed Cha" data-source="post: 1731083" data-attributes="member: 10972"><p>Well, it depends on the person, but modules usually shouldn't be just used word-for-word. You've got to "own" the module. Thoroughly read it in advance and digest the material: the plot, the NPCs, the encounters, the treasures, etc. Create your own twists and modify the adventure to suit your own campaign's needs. </p><p></p><p>It's true. There have been a lot of poorly-produced d20 modules, but even the worst ones have something that can be salvaged. There's always an interesting thing or two you can use. Sometimes it's just a strange illustration. The look on the face of a character in a drawing can inspire me to further detail that NPC. It can be the way the tree in a picture is twisted and sinister-looking. That's why I think good art is very important, especially in modules. </p><p></p><p>You've got to expand on the ideas hinted in each module. For example, in my own adventure settings, I include various little clues and foreshadowing. </p><p></p><p>Here is a very intelligent review of one of my adventure settings that includes a playtest cap showing how important it is to pick a good module:</p><p></p><p><a href="http://www.silven.com/adnd.asp?case=show&id=302" target="_blank">http://www.silven.com/adnd.asp?case=show&id=302</a></p><p></p><p>The reviewer says: </p><p></p><p><strong>"The module ran well, even for players who hate modules. They said they enjoyed it, and it never felt like a module, but like a normal campaign. I would like to associate that with my DMing skills, but having run WotC modules with these players before (and them hating them) I have to fully credit the module. Everything was there, and whatever wasn´t was easy to add without changing anything."</strong></p><p></p><p>In this case, the reviewer used the module almost exactly as it should have been used with the exception of adding some Unearthed Arcana rules. Yet, he still had to modify it for use with his own players. Sure, using a module takes work, but you've got the bones to flesh out the skeleton rather than having to work from the same scratch. </p><p></p><p>So it's not necessarily the module that is bad. It's you. Sorry to sound harsh, but that's a fact. You don't have to use a module 100% or even 10%, just put in your own play skills and run with it. If it goes bad, you can't blame the module. </p><p></p><p>Personally, I own literally hundreds of modules and I've only used a handful in actual play. I like to read them for fun and then use any ideas in there inspiration in creating my own adventures. It's like a book. You can't write a book without ever reading one. Read more books and you're likely to be a better writer.</p><p></p><p>Lately, I've noticed a lot of DMs saying, "I don't use modules. I'm creative enough to create my own!" That's fine, but that doesn't mean you should stop reading them. Anyhow, I've seen A LOT of poorly run games these days. I can't help but attribute that to the lack of use of modules and that there have been some bad ones made as of late. </p><p></p><p>See how others do it and look at new ways of doing it. You can't stop being innovative! One reason why there is DM burnout is because people are doing the same thing over and over. Like anything, you need to look around you for sources of inspiration and a professionally-produced module often has that. There are a lot of creative DMs out there, but also many, many creative module designers. Tap into that resource!</p></blockquote><p></p>
[QUOTE="Ed Cha, post: 1731083, member: 10972"] Well, it depends on the person, but modules usually shouldn't be just used word-for-word. You've got to "own" the module. Thoroughly read it in advance and digest the material: the plot, the NPCs, the encounters, the treasures, etc. Create your own twists and modify the adventure to suit your own campaign's needs. It's true. There have been a lot of poorly-produced d20 modules, but even the worst ones have something that can be salvaged. There's always an interesting thing or two you can use. Sometimes it's just a strange illustration. The look on the face of a character in a drawing can inspire me to further detail that NPC. It can be the way the tree in a picture is twisted and sinister-looking. That's why I think good art is very important, especially in modules. You've got to expand on the ideas hinted in each module. For example, in my own adventure settings, I include various little clues and foreshadowing. Here is a very intelligent review of one of my adventure settings that includes a playtest cap showing how important it is to pick a good module: [url]http://www.silven.com/adnd.asp?case=show&id=302[/url] The reviewer says: [b]"The module ran well, even for players who hate modules. They said they enjoyed it, and it never felt like a module, but like a normal campaign. I would like to associate that with my DMing skills, but having run WotC modules with these players before (and them hating them) I have to fully credit the module. Everything was there, and whatever wasn´t was easy to add without changing anything."[/b] In this case, the reviewer used the module almost exactly as it should have been used with the exception of adding some Unearthed Arcana rules. Yet, he still had to modify it for use with his own players. Sure, using a module takes work, but you've got the bones to flesh out the skeleton rather than having to work from the same scratch. So it's not necessarily the module that is bad. It's you. Sorry to sound harsh, but that's a fact. You don't have to use a module 100% or even 10%, just put in your own play skills and run with it. If it goes bad, you can't blame the module. Personally, I own literally hundreds of modules and I've only used a handful in actual play. I like to read them for fun and then use any ideas in there inspiration in creating my own adventures. It's like a book. You can't write a book without ever reading one. Read more books and you're likely to be a better writer. Lately, I've noticed a lot of DMs saying, "I don't use modules. I'm creative enough to create my own!" That's fine, but that doesn't mean you should stop reading them. Anyhow, I've seen A LOT of poorly run games these days. I can't help but attribute that to the lack of use of modules and that there have been some bad ones made as of late. See how others do it and look at new ways of doing it. You can't stop being innovative! One reason why there is DM burnout is because people are doing the same thing over and over. Like anything, you need to look around you for sources of inspiration and a professionally-produced module often has that. There are a lot of creative DMs out there, but also many, many creative module designers. Tap into that resource! [/QUOTE]
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