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*TTRPGs General
How Do You Feel About Published Adventures as a GM?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9352817" data-attributes="member: 7044704"><p>I can't really make any sweeping generalizations about this subject, there's too much variation in quality and utility. I rarely use modules exactly as written, and frequently enjoy reading them for inspiration and to serve as idea mines rather than using them at all - but there are exceptions. A few examples off the top of my head:</p><p></p><p>I never ran any 4e D&D module in a recognizable form, but I did pull out encounters and reskin them for use in my own homebrew stuff. Only had one player twig to the reskin during a fight the whole time I ran that edition, and he was a sometimes-DM who'd run the module I'd cribbed the fight from himself. Credit to him for not exploiting the knowledge.</p><p></p><p>Keep On the Borderlands is one of very few D&D modules I've run dead straight, and that was way back around 1980 when I was pretty new behind the screen and players were less critical of dumb scenarios. I've used it since, but with varying degrees of customization.</p><p></p><p>I owned ever single V&V adventure back in the 80s, and ran a few of them almost as written - Crisis, Death Duel, From the Deeps of Space (although that one wound up much expanded). The majority of them got carved up for ideas and NPCs. Helped establish a lifelong fondness for reading superhero adventures and villain books regardless of system even when I knew they were unlikely to see use at the table.</p><p></p><p>Also used quite a few of the early CoC adventures, including a full run through Shadows of Yog-Sothoth when it was new. Most ran fine with minimal alteration. Had pretty good luck with the published adventures for FASA Star Trek too, although I didn't run that long and I seem to have lucked out and gotten some of the better ones while dodging the stinkers.</p><p></p><p>Ran a lot of the LBB Traveller adventures, although I don't think any of them escaped significant alterations. One of the ones I had the most luck almost straight as written was originally from Space Gamer magazine, sprawled over three issues. These days it seems to be known as the Scotian Huntress trilogy, referring to the canon ship used in it.</p><p></p><p>There was also a early Champions adventure in Space Gamer called School Holidays, by Aaron Allston no less. It was fun running it as a kid, but it's aged like milk under a hot sun. The scenario is set in a high school that's invaded by a supervillain team and their platoon of hired mercenary soldiers, with the student body held hostage at gunpoint while the villains try to identify a budding super they plan on killing. Aaron obviously couldn't predict Columbine and beyond, but I can't see how to rehabilitate that one for 2024. At least the map's still useful enough.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9352817, member: 7044704"] I can't really make any sweeping generalizations about this subject, there's too much variation in quality and utility. I rarely use modules exactly as written, and frequently enjoy reading them for inspiration and to serve as idea mines rather than using them at all - but there are exceptions. A few examples off the top of my head: I never ran any 4e D&D module in a recognizable form, but I did pull out encounters and reskin them for use in my own homebrew stuff. Only had one player twig to the reskin during a fight the whole time I ran that edition, and he was a sometimes-DM who'd run the module I'd cribbed the fight from himself. Credit to him for not exploiting the knowledge. Keep On the Borderlands is one of very few D&D modules I've run dead straight, and that was way back around 1980 when I was pretty new behind the screen and players were less critical of dumb scenarios. I've used it since, but with varying degrees of customization. I owned ever single V&V adventure back in the 80s, and ran a few of them almost as written - Crisis, Death Duel, From the Deeps of Space (although that one wound up much expanded). The majority of them got carved up for ideas and NPCs. Helped establish a lifelong fondness for reading superhero adventures and villain books regardless of system even when I knew they were unlikely to see use at the table. Also used quite a few of the early CoC adventures, including a full run through Shadows of Yog-Sothoth when it was new. Most ran fine with minimal alteration. Had pretty good luck with the published adventures for FASA Star Trek too, although I didn't run that long and I seem to have lucked out and gotten some of the better ones while dodging the stinkers. Ran a lot of the LBB Traveller adventures, although I don't think any of them escaped significant alterations. One of the ones I had the most luck almost straight as written was originally from Space Gamer magazine, sprawled over three issues. These days it seems to be known as the Scotian Huntress trilogy, referring to the canon ship used in it. There was also a early Champions adventure in Space Gamer called School Holidays, by Aaron Allston no less. It was fun running it as a kid, but it's aged like milk under a hot sun. The scenario is set in a high school that's invaded by a supervillain team and their platoon of hired mercenary soldiers, with the student body held hostage at gunpoint while the villains try to identify a budding super they plan on killing. Aaron obviously couldn't predict Columbine and beyond, but I can't see how to rehabilitate that one for 2024. At least the map's still useful enough. [/QUOTE]
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