Herpes Cineplex
First Post
You know, I've always thought that it's much more difficult to run a published adventure well than it is to run something you put together yourself.
And by running it well, I mean that you fit it into the setting, you get the players fully interested in it, you are able to maintain a good pace, and you are able to improvise seamlessly when the PCs do something that the published adventure didn't anticipate. (I say "when" rather than "if" because there's no if involved at all; the PCs ALWAYS do something the published adventure didn't anticipate.)
It's one thing to make everything up on your own, and that's a nifty skill to have. It's a significantly different (and in many cases more useful) skill to be able to take someone else's work and use it effectively.
Maybe a lot of people have bad associations when it comes to published modules: the GM who followed the god-awful advice at the beginning ("If your players do not want to go on the adventure, FORCE THEM"), who droned his way through ten paragraphs of boxed text, gave a lackluster "welcome to room 18, there's a bugbear and a treasure chest with 867cp and a wand in here" presentation. And I've been in those games, and they blew.
But I've also been in games where if you didn't see the GM flipping through a module, you would have had absolutely no way of telling that he was running the group through a published adventure. And let me tell you, the GMs I've known who've pulled that off worked damn hard for it. It would've been far less effort for them if they'd just made up something out of whole cloth, I'm sure.
I'll also throw in, just as an aside, that the most recent and most successful integration of a published module into a campaign was done by the guy running our Scarred Lands game, and he used The Banewarrens as well. It's set up very well for adjusting and making it your own, he says, and he's recommended it to others.
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so, good choice
ryan
And by running it well, I mean that you fit it into the setting, you get the players fully interested in it, you are able to maintain a good pace, and you are able to improvise seamlessly when the PCs do something that the published adventure didn't anticipate. (I say "when" rather than "if" because there's no if involved at all; the PCs ALWAYS do something the published adventure didn't anticipate.)
It's one thing to make everything up on your own, and that's a nifty skill to have. It's a significantly different (and in many cases more useful) skill to be able to take someone else's work and use it effectively.
Maybe a lot of people have bad associations when it comes to published modules: the GM who followed the god-awful advice at the beginning ("If your players do not want to go on the adventure, FORCE THEM"), who droned his way through ten paragraphs of boxed text, gave a lackluster "welcome to room 18, there's a bugbear and a treasure chest with 867cp and a wand in here" presentation. And I've been in those games, and they blew.
But I've also been in games where if you didn't see the GM flipping through a module, you would have had absolutely no way of telling that he was running the group through a published adventure. And let me tell you, the GMs I've known who've pulled that off worked damn hard for it. It would've been far less effort for them if they'd just made up something out of whole cloth, I'm sure.
I'll also throw in, just as an aside, that the most recent and most successful integration of a published module into a campaign was done by the guy running our Scarred Lands game, and he used The Banewarrens as well. It's set up very well for adjusting and making it your own, he says, and he's recommended it to others.
--
so, good choice
ryan