Modules and Suspension of Disbelief

Try using a very very long module - I'm talking something that will take levels and level and levels to finish. Theis will keep them from thinking "okay, how can we break this quickly." Then add your own stuff to it - not much - just some side plots, side encounters, an old abandoned mine full of kobolds that has nothing to do with the adventure itself. Then add a very small number of red herrings: maybe one of the PC's is the target of an assassination attempt (and it turns out the assassin was after someone who just looked a lot lke the PC). As the players are putting together the clues, it won;t be immediately obvious where the holes are and what's actually important.
 

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Wow, I've never really had a problem with this. Sometimes I may hear a little table chatter about a module that we might be playing as they try to suss out the author's intentions, but they usually don't go overboard in trying to 'beat' the module.
Right now, in fact, we're doing a 3E Greyhawk campaign based on some of the classic modules we haven't played in approximately 20 years. I'm getting them set up for the Scourge of the Slavelord series.
Why do I use modules? Unlike some other posters, I don't think modules take more effort to adapt and use than my own adventures. Sure, I do have to spend some time adapting, but I really do find that a much easier task than coming up with the whole plot on my own and finding the time to flesh it out.

If you want to use a module, there's no reason you have to tell your players about it. And there are ways to disguise what you're doing. Try photocopying your module. Then, you can make whatever notes you want on the copies without messing up your original.
You might also consider copying down the creature stats into a word processor file so that you can edit things as you adapt. Then bring the print out and your photocopies. They'll never see a module cover and won't really have a clue unless they recognize something in the course of the adventure.
 

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