Preperation Time

punkorange said:
When you are running a module, how much time do you give yourself to prepare it. Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?

I tend to read a module once when I get it, and then skim it periodically before the game and during the week between sessions.

I have a friend who rarely runs RPG's these days, but he would read a module when he bought it and then only read as far as he expected us to get before the session.
 

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Short answer...a few times.

Long answer: I generally read a module when I buy it, and often don't have a need for it right away. Once I decide to use in the campaign (or am considering doing so), I generally read it again, thinking about how it needs to be changed in order to work for my campaign. Then, between sessions I reread the relevant portions and make any more significant changes as necessary.
 

1) Read it once.

2) If the adventuer is too railroading, I'll decide what to do when (not if ;) ) my PCs do things that contradict the script.

3) Read any relevant rules I'm rusty on. If the Monster has some special ability I'm not too clear on, I do a simple search here at Enworld for any relevant information. I usually stick to whatever position is better argumented. Sometime that isn't to easy here at Enworld ;)

4) Time permitting, I'll prepare Index cards with the relevant encounter information. (This definitely falls in the "wishful thinking" category more often than not.)
 

I usually read the module many times before I run it, mostly because I seldom find/buy a module thats what I need at the moment. I may have it for months or even years before I run it. When I get ready to actually run it, I reread it, and make notes(mostly mental) of how to fit it into my current campaign, and what to add to link it to my next adventure.
 

I think modules can be more difficult to use than adventures prepared by hand. Despite that I still use them, often with modifications to fit my campaign or storyline. I usually read the module through getting an idea of what I want or need to change and how it will affect the moduel storyline. I then read through it again, with my changes in mind. After than I go through it in different sections, making notes where necessary and making index cards for the monsters and any other reference material I think will make running it easier.
 

I've started to take to reformatting the module/adventure itself and making radical revisions where required.

I've been scanning and OCRing in the text. I then format this in MS Publisher to a format I prefer.

As I go, I make the changes directly to the module text, add stat blocks from e-tools and flesh out the location/NPC/creature/treasure as I think it appropriate to my campaign.

The end result is something which is no longer someone else's work - but very much "my" module. The process of scanning, revising, redrafting and revising the manuscript allows me to become intaimtely familiar with the way the adventure is put together. So, in terms of "how many times did you read it" - it's probably far closer to half a dozen times by the point I am through with it.

The nice aspect is that I am generally quite proud of the output by the time this process is over and I have created something unique I'm pleased to have and hold on to.

This takes a great deal of time, mind you. About 2 to 3 hours of work for every 1 hour of game time by the time I am done revising and supplementing the maps too. That in itself is not so bad though. These days I find it hard to game more than once a month - so all the extra preparation time is just "gaming by other means", really.
 

punkorange said:
When you are running a module, how much time do you give yourself to prepare it. Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?

hours at least. I gut the thing and re populate it so it makes sense for the region I'm placing it in. I keep the basic themes and fun stuff of the module and replace the things I find silly or don't make a lot of sense. I make the ecology work a little better and include bits that work for my camapign worlld, the themes of the game I'm running, and little bits of plots from elsewhere in the campaign.
 

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