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<blockquote data-quote="kamosa" data-source="post: 1521108" data-attributes="member: 1037"><p>I use a lot of published adventures, but I heavily modify them for my purposes.</p><p></p><p></p><p>I often change all the NPC names to fit characters in my world that the PC's would know. Gergork the bartender becomes Bill the bartender that the party has dealt with a thousand times, etc.</p><p></p><p>I then alter the monsters to fit the power of my party. Since most designers have never met my party, I take the liberty of adjusting the stats and powers to match up with my group. Then I right a pre adventure and post adventure path. </p><p></p><p>I read the adventure a couple times and memorize the plot and then run the game. I try not to look at the module during play except to get a room description or to draw the map. Basically I run the module as if I made it up. I don't worry about changing anything or adding and flushing it out as we go. The players want to go to the hall of records but the module doesn't list a hall or records, no problem. Lets see, couple quick notes in my campaign note book and off we go to the records hall.</p><p></p><p>I don't have time to do all my own campaign work, especially with a weekly game and a more than full time job. Adventures are a nice way to get a ton of the adventure ready for me without me doing the work. Plus, it keeps lots of designers and writers employed in the gaming industry and that's a good thing as well.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1521108, member: 1037"] I use a lot of published adventures, but I heavily modify them for my purposes. I often change all the NPC names to fit characters in my world that the PC's would know. Gergork the bartender becomes Bill the bartender that the party has dealt with a thousand times, etc. I then alter the monsters to fit the power of my party. Since most designers have never met my party, I take the liberty of adjusting the stats and powers to match up with my group. Then I right a pre adventure and post adventure path. I read the adventure a couple times and memorize the plot and then run the game. I try not to look at the module during play except to get a room description or to draw the map. Basically I run the module as if I made it up. I don't worry about changing anything or adding and flushing it out as we go. The players want to go to the hall of records but the module doesn't list a hall or records, no problem. Lets see, couple quick notes in my campaign note book and off we go to the records hall. I don't have time to do all my own campaign work, especially with a weekly game and a more than full time job. Adventures are a nice way to get a ton of the adventure ready for me without me doing the work. Plus, it keeps lots of designers and writers employed in the gaming industry and that's a good thing as well. [/QUOTE]
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