Rolzup said:
Recently, I've been forced to come face-to-face with a hard truth: I just don't have the time to design decent D&D adventures.
It's a tremendous blow to my pride, but I've learned better than to continue beating my head against a brock wall after the blood has begun to flow.
So.... Any ideas?
Rolzup
PLEASE PLEASE do not think that you are any less of a GM because you don't have time to design your own adventures! Designing adventures takes A LOT of time, if you want to do them right. I own literally hundreds of adventures and continue to buy more each month.
If people weren't buying adventures, then there wouldn't be any and I'd have my favorite type of RPG product no longer produced. So, please don't think that buying published adventures is a bad thing.
For some reason, many GMs today think that running a published adventure is a sign that they are not creative enough or being thoughtful enough to design their own. That is pure horse manure!
Some of the best GMs out there use published adventures and they do a fantastic job bringing them to life by adding details and continuing the plotline for further adventuring. I'm always amazed at how people (like Hairy Minotaur, for example) take the adventure that I've written (The Hamlet of Thumble) and expand it into an even more detailed and fun-filled world. They really know how to make characters seem real and add their own sub-plots to the story that I could have never thought up of.
Anyhow, as for module recommendations, I'd like to propose, of course, The Hamlet of Thumble:
http://www.enworld.org/reviews/index.php?sub=yes&where=currentprod&which=WoW1THoT
Released just a few weeks ago, it is already one of the Top 20 d20 products of all time, according to EN World. This adventure setting includes a fully detailed hamlet, a short adventure (1st to 2nd-level), and a lot of extras like new core classes (cavalier, shaman, and witch), 60 new spells, GM Tips, and much more.