TwoDollar DM
Explorer
I'm usually the one arguing against the paper-and-pencil purists. You know the position: a real GM needs nothing but blank paper, a pencil and enough hours. I've never bought it, and I say so often. But I've been prepping two videos about published adventures, and looking back at what I actually do with a published adventure made me thoughtful. I replace plot points. I edit the maps. I change the NPCs — not just names, but who/what they are, what they want and what they're doing about it. I revise the end goal of the whole thing. And I rewrite the consequences of the party succeeding.
Two things follow from that, and I've only recently noticed both:
1. It's why I've cooled on the big WotC campaign books. More pages means more material to reconcile with my changes, not less work. A 250-page campaign written to hang together as a unit actively fights being taken apart. I end up doing more work than if I'd started from less.
2. It's why I keep drifting toward short free/low cost adventures. Because I've stopped treating them as adventures at all. They're raw material a source of maps, NPCs, plot points and encounters that I strip for parts. A one-page dungeon doesn't resist being dismantled. It was never load-bearing.
So the question I'm actually sitting with: is it still worth the time, energy and money hunting for interesting published adventures, or should I buy a couple of good random-table books and let those be the permanent prompts for a fully homebrew way of working?
The one argument that keeps me on the published side: every adventure I've ever run has had at least one thing in it I wouldn't have thought of. One plot twist, one NPC, one weird variation on how magic works in that place. Random tables give me combinations. Adventures give me someone else's judgment, a choice a human being made that I wouldn't have thought to make. That's harder to generate randomly.
So...Two questions, and I suspect this crowd is biased toward one answer:
Where do you actually sit — 100% homebrew, verbatim-faithful to the published text, or somewhere in the middle? My guess is almost everyone's in the middle, and that long campaigns push you further toward the middle over time whether you planned it or not.
And the one I'm more curious about: how do your players feel about it? Are they quicker to judge a published scenario they recognize — or quicker to disengage from something you wrote yourself? Or do they genuinely not notice and not care which is which?
Two things follow from that, and I've only recently noticed both:
1. It's why I've cooled on the big WotC campaign books. More pages means more material to reconcile with my changes, not less work. A 250-page campaign written to hang together as a unit actively fights being taken apart. I end up doing more work than if I'd started from less.
2. It's why I keep drifting toward short free/low cost adventures. Because I've stopped treating them as adventures at all. They're raw material a source of maps, NPCs, plot points and encounters that I strip for parts. A one-page dungeon doesn't resist being dismantled. It was never load-bearing.
So the question I'm actually sitting with: is it still worth the time, energy and money hunting for interesting published adventures, or should I buy a couple of good random-table books and let those be the permanent prompts for a fully homebrew way of working?
The one argument that keeps me on the published side: every adventure I've ever run has had at least one thing in it I wouldn't have thought of. One plot twist, one NPC, one weird variation on how magic works in that place. Random tables give me combinations. Adventures give me someone else's judgment, a choice a human being made that I wouldn't have thought to make. That's harder to generate randomly.
So...Two questions, and I suspect this crowd is biased toward one answer:
Where do you actually sit — 100% homebrew, verbatim-faithful to the published text, or somewhere in the middle? My guess is almost everyone's in the middle, and that long campaigns push you further toward the middle over time whether you planned it or not.
And the one I'm more curious about: how do your players feel about it? Are they quicker to judge a published scenario they recognize — or quicker to disengage from something you wrote yourself? Or do they genuinely not notice and not care which is which?







