Jackelope King
First Post
As someone who has only ever run one module ever, I for one can safely answer this with an emphatic "no". The last D&D game I ran was in a world that mixed high-psionics with the natural philosopher outlook of the Age of Exploration, with covens of binders lurking in the shadows and summoning fell spirits. This is pretty typical for me. The other setting that I have which I really want to run features magic restricted to the ruling nobility who use it to safeguard the last stronghold of free humanity from the horrors that lurk on other islands in the Endless Sea, and occasionally hunting dragons for their blood, a key ingredient needed for catalyzed steam for airships.howandwhy99 said:Exactly. Couldn't you just modify the modules to fit into your homebrew world?
At best, a module can give me NPC stats, and even those are rarely as useful as I'd want. My taste in fantasy is so hugely different from the "mainstream" fantasy RPG tropes that I've never found one that I could really use. Even the one module that I did run consisted of me lifting the stats for the main monster out of the rules, changing it around to fit my setting, and then transporting the whole module to a city that already existed.
I (and I suspect others like me, even if it seems like a tiny minority of gamers) just can't get value out of published adventures. The full cover price isn't worth essentially having to lift the adventure arc out, strip out the parts that don't mesh, and then rewrite it from scratch.
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