How (Often) Do You Use Modules? Revised!

How (Often) Do You Use Modules?

  • I love modules! I use them more than I use my original adventures.

    Votes: 134 33.5%
  • I use a roughly even mix of modules and my own work.

    Votes: 89 22.3%
  • I use my own work more often than I run modules, but I don't have a problem with them.

    Votes: 80 20.0%
  • I usually use modules as a source for maps, NPCs and the like. I hardly ever run one wholesale.

    Votes: 66 16.5%
  • I have no use for modules.

    Votes: 31 7.8%

I would eventually like to update Tale of the Comet to D20 standards. It shouldn't be too hard, now that D20 Future is out. When I do, I have full intent to turn it into a planar spanning campaign.
 

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cybertalus said:
Somewhere between 2nd and 3rd editions I forgot how to make my own adventures. It's disturbing, but I sit down to come up a scenario and I just go all blank. So when I DM, and that's not a terribly common thing, I always use a module. Once I've got that basis I can usually add on to it, or even link two or more unrelated modules together with material I create.
My thougths exaclty. I always use modules as "springboards" for the camapign. Thankfully my players really don't seem to mind being on the railroad. Everytime I leave them to their own motivations, they wait for me to give them an adventure hook. :\

Rav
 

Aust Diamondew said:
Once in a blue moon I'll use a module. For one thing I don't feel like putting down the money for 'em, for another I generally feel I can come up with something nearly or just as good on my own that'll fit my players, PCs, world and game better.
Exactly what he said.
 

I think that modules are good starting point sometimes, but most of the times I use them to bring change to a on-going campaign, I devised, in order to take my players by surprise.

In this days I am reading the City of the Spider Queen, cause I want to make the changes I need to fit it into play.

Bye!
 

Juggling

I find DMing can prove tricky enough, what with all the balls you need to keep up in the air at the same time (each player has their own demands on your attention, and each encounter likely has an entirely new set of conditions and facets as well). With adventures you create yourself, you're far more likely to be well acquainted with its minutae, whereas modules require such careful reading, rereading, and tracking that I find it best to go original, or often modified for ease and theme.
 

I rip out whatever I like and discard the rest. I generally use modules as subplots or short diversions (except for huge modules like RttToEE and a select few others).
 


Voted for roughly even, tho, I also do not follow every module 100%, but rather use it as a base to build an adventure on. In some cases modules are so well-written, that they can be used "as is", however.

Bye
Thanee
 

Darkness said:
I rip out whatever I like and discard the rest. I generally use modules as subplots or short diversions (except for huge modules like RttToEE and a select few others).


ditto.

i rip it to shreds.

esp. huge modules. i put pieces and parts of them scattered throughout the environ of the campaign.
 

I generally find the ones printed nowadays too long to use wholesale. I do use/adapt some of the older short ones. Even flesh them out and expand them to the point they are as developed as some of the newer long modules. It's just that I feel hemmed in by long published adventures and find them more difficult to adapt to my campaign circumstances.
 

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