Is it cheating for a GM to use a published adventure?


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bug boo
a bugbear with ghost template?
Please. I run modules most of time. Make some changes and roll with punches, dice, and pcs.
On Kenzer site I wrote an good write up using published adventurers in the sound off folder. I see if I can recover it.
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from face topic kodt 72
Modules are great! I have used modules between 75 to 90 percent of my time.
Modules allow you get a feel of the rules.
Modules allow to spend more time on social life kissing girls than working on a plot, which your friend Bob saw the same movie or know how you think
My D&D time has been broken into the following times
Early years game every weekend minus holidays, good movies and field exercises. Modules allow me to throw something at my players. Hack slash; pour the gold into my stash!
College years. Modules and more background material with me creating my own adventurers.
The dead years. Playing once in a blue moon with friends why bother wasting my beer and broads time working on adventure when we not going to run the dead years.
Current time well back to 75 percent but I only playing once a month and need to get grounded in new rules.

Plus modules give nifty maps which can be reused. Ravenloft castle has appear three times in my world. The city map from Assassin Knot was used for Salt lake city.

Plus modules give cool ideas which your buds don’t expect from you.


For you great ones who don’t need modules and can write better adventurers. How come your not publishing them?


Some gamers make 6 year olds seem mature and well adjusted.
 
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Firebird said:
Someone was actually rude enough to claim your DM skills were lessened by using published modules in your campaign? I have been playing this game for over twenty years and I've seen my periods of free time grow shorter and shorter as I've matured (full-time job, demands of children, etc.) and it is no longer possible for me to detail my adventures to the extent I used to be able to. These days, more often than not, I've got little more than a rough outline of the plot, a map, and a lot of experience at winging it. I freely scan stat blocks out of any source I can lay my hands on, tweak them to fit my game, and run with them.
QUOTE]

Frickin ditto, kill the bastard who said it. maybe a well placed spiked pit trap.
 


Originally Posted by LostSoul
Yes. If the players have to do the work at the table, roleplaying and everything, then the GM should do his part and actually sit down and write and adventure for them.

I sincerely hope this joker was yanking our collective chain.

Originally Posted by dead
Is it cheating for a GM to use a published adventure?

The dope who postulated this must have been let out early from the funny farm, except he's not funny.

A DM has way too much to do to think up EVERYTHING in the campaign. So long as he/she makes the effort to fit the adventure into the campaign it's fine.
Even if he/she doesn't, the fact that he/she is prepared to run the game at all demands the respect and attention of the players.
 

Buttercup said:
No, Bugaboo was not Hong. Hong is a goof, but not enough of a misanthrope to make an effective Bugaboo.
No, hong and Bugaboo were once co-habitants of the boards a the same time.

Plus, hong doesn't do elaborate trolls, he does one liners.

Ah, I miss the days of Bugaboo. Who can forget the DM for hire routine? :D
 


I am amazed that anyone would have such a negative opinion of published adventures.

When it really comes down to it, NONE of us would really even know how to play this game properly if Gary Gygax hadn't had the foresight to crank out Keep On The Borderlands all all the rest of the early modules as a template.

Personally I love published modules. I usually only play a few of those that I buy, but I enjoy reading them just for fun. I get great ideas from other authors.

While I think my own adventure ideas are great, I would have to be some kind of collosally arrogant moron to think that I couldn't get tons of other great ideas from other brilliant module writers.
 

where is all this talk of cheating coming from? dnd isn't some side scroller on a console. There's no konami code.

this is a story driven game. the dm tells a story and the players interact with it. sometimes we use minis and dice. some people just use their imagination and a coin toss.

whether the story comes from your own imagination or that of another, its purpose is the same. if your entertained by it, and the players are entertained by it, then there's no real problem.

people think of this sometiems as too much of a game, with winner and losers, or worse, as a competition between the dm and the players. its not. (or at least it shouldn't always be) its entertainment, a chance to be part of something amazing and emotional and more interesting than just watching a rerun of a movies on saturdays.

there's no real cheating here, just whether or not you and your players have fun.


*unless your using loaded dice. then you need to be beaten with a stick.
 
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