How much of published modules do you change?

I use quite a bit, but sometimes something will just strike me as wrong: a missed opportunity, poor use of the setting's unique features, a boring encounter with no "twist" to it. But as you say, making a few (or even many) changes is much easier than building the whole thing from scratch.

Oh, and I'm going to start off my next campaign (a month or so from now) with that module! I'd be interested in hearing what changes you have planned.

Mine: I personally am sick of kobolds but I'm not sure what I would replace them with.

I would also encourage PCs to explore the outside before going inside by means of the seer at the beginning.

I am going pre-gen a few slightly more interesting "0-level" characters (I have a few homebrewed NPC-only classes like the cultist, the bandit and the brute), and after the adventure is over I'll let them swap out that class for 1st level in a different class if they want. One of the NPCs, an expert, has a list of booby traps from DMG II he'll be able to make given suitable equipment.

I'm going to reduce the lethality of a couple of the traps.
 
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I always change it to fit the current setting and location, but otherwise I like to run them pretty much as written.

One problem I always have with published adventures is that they have really good stories behind that players will never know about. If that's the case, I try hard to drop an NPC, a letter, or anything like that to at least direct them into the major hidden plot. I cannot keep all the fun stuff to myself... :)
 

Usually update/modify the module to 3.5 (still a few earlier edition modules I like to use), as well as boost the challenges a bit (to be on par with a larger group), and adapt the module for the campaign setting I'm using (a homebrew, ATM).

As it is, I'm more or less using a bunch of Dungeon modules, though I intend to convert Keep on the Borderlands & see if I can have it as a recurring adventure locale (sort of in the vein of Greyhawk Castle or Undermountain, if you will). I'm thinking of linking it with the "Dungeon of the Fire Opal" adventure (i.e., the refitted 1st ed. AD&D DMG sample dungeon) somehow as well (maybe as a lower level, accessible through a secret door in the evil priest's area).
 

I have to go with the "depends on the module" crowd. I'm about to start a group at level one. The L1 Adventure is basically going to be run as is (a few names changed here and there), but I also hope to run Beast of Burden from Dungeo 100, and I'm changing from a slew of gnolls in a fortress built atop a colossal mammalian critter from the Beastlands, to a slew of Kuo-Toa in a fortress built atop a colossal siege crab.
 

It depends.

The neat thing is when an author runs his own published module. Some authors run their published modules word for word like the module.

Other authors completely change everything as the whim strikes them.
 

I usually change very little in a published module. My big incentive in running a module instead of making my own adventure is to save time, and if I'm going to go through the time to rip open a module and refurbish it, I'd rather just make an original adventure custom-tailored to the group instead. I usually have to tweak the hook, and sometimes I add an encounter or two to play to certain things (for example, putting in one the ranger's favored enemies). Other than this, I typically run the module as is.

Now Expedition to Castle Ravenloft is another can of worms. I am ripping quite a bit out of that because I don't like the idea that Madam Eva and Danovich are more critters to kill. The zombies attacking the village also strikes me as being cliche. I still plan to use the wilderness fanes, but they'll be defended by a group of night hags and their minions that work for Strahd.
 

I use a module as a base to build off of. I make many changes to fit what it is I am trying to get. I have not run an "as is" module since 1E days.
 

I have never for the life of me been able to run a published module. I've tried like 4 times and I just can't do it.

I think I've only ever actually played in maybe one, too.
 

That depends. There are two possibilities:

1) I'm running the adventure as part of a campaign of my own devising. In this case, I will change the adventure somewhat to better fit it into my campaign. I won't change more than about 25% - any more than that and the adventure probably isn't a good enough fit to bother with.

2) I'm running the adventure as the whole of the campaign (Red Hand of Doom, Shackled City, Savage Tide). In this case, I make minimal changes, if any. (Although, if I ever run Age of Worms, I'm intending on moving it to Dark Sun and adding psionics, which will require significantly greater changes.)
 

Depends on the module. Some I change very little, others I change a lot. Most of the changes I do on the fly, so there isn't really a lot of prep time spent making the changes.
 

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