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<blockquote data-quote="Cassius_the_Elf" data-source="post: 1526458" data-attributes="member: 18835"><p>I tend to run premade adventures because I think they are usually better than what I make up. </p><p></p><p>I don't have any real problems fitting most into the campaign, all you have to do is modify the reasons the party have for getting involved and most premade modules fit happily with only minor enviromental changes.</p><p></p><p>So, The Northern Journey started things off 'til they reached Silverymoon, researching tattoos sent them off to deal with 'Thieves in the Forest", a favour called for further information had them invesigate "The Pit at Loch Durnan" and then their success there brought them to the notice of the local authorities. They got involved with "Deadly Ice" whilst escorting someone to Citadel Adbar (and also to sneakily try and get an idea of the political situation there).</p><p></p><p>They are about to investigate a "Goblin Cave" because of links to some Cult of the Dragon fellows that have been causing trouble for them for some time. They will end up getting involved in Gygax's Necropolis as I just like the look of this.</p><p></p><p>So as long as you have the theme of the campaign sorted in your mind, the actually chapters within it are quite easy to fit.</p><p></p><p>I also like the variety of bought modules. I think a lot of DM's have a style of adventure they will run, be it political, hack/slash whatever. A lot of home written adventures ran by the same DM often seem to share too many similar characteristics to previous adventures, as that is how the DM likes to write. </p><p></p><p>One of my old DM's always ended up creating uber-undead monsters at some point in adventures that were just ridiculous and would always have a sulky wizard who was just too powerful to deal with in any way other than fawning or hiding. His written adventures always got boring and samey as he wanted to be some sad goth wizard in real life, and his adventures showed it.</p><p></p><p>Another DM is very keen on city based adventures with a lot of human interaction and cleverness needed, where you can be very stuck for a long time wanting to know what to do. As we reach boiling point he usually then throws in a bought small module that has us investigating some old monastry or dungeon and stabbing things, and that change of pace is re-invigorating! If he didn't it would get dull and as he doesn't want to bother with loads of stat blocks and balancing monster encountes a premade sorts him out.</p></blockquote><p></p>
[QUOTE="Cassius_the_Elf, post: 1526458, member: 18835"] I tend to run premade adventures because I think they are usually better than what I make up. I don't have any real problems fitting most into the campaign, all you have to do is modify the reasons the party have for getting involved and most premade modules fit happily with only minor enviromental changes. So, The Northern Journey started things off 'til they reached Silverymoon, researching tattoos sent them off to deal with 'Thieves in the Forest", a favour called for further information had them invesigate "The Pit at Loch Durnan" and then their success there brought them to the notice of the local authorities. They got involved with "Deadly Ice" whilst escorting someone to Citadel Adbar (and also to sneakily try and get an idea of the political situation there). They are about to investigate a "Goblin Cave" because of links to some Cult of the Dragon fellows that have been causing trouble for them for some time. They will end up getting involved in Gygax's Necropolis as I just like the look of this. So as long as you have the theme of the campaign sorted in your mind, the actually chapters within it are quite easy to fit. I also like the variety of bought modules. I think a lot of DM's have a style of adventure they will run, be it political, hack/slash whatever. A lot of home written adventures ran by the same DM often seem to share too many similar characteristics to previous adventures, as that is how the DM likes to write. One of my old DM's always ended up creating uber-undead monsters at some point in adventures that were just ridiculous and would always have a sulky wizard who was just too powerful to deal with in any way other than fawning or hiding. His written adventures always got boring and samey as he wanted to be some sad goth wizard in real life, and his adventures showed it. Another DM is very keen on city based adventures with a lot of human interaction and cleverness needed, where you can be very stuck for a long time wanting to know what to do. As we reach boiling point he usually then throws in a bought small module that has us investigating some old monastry or dungeon and stabbing things, and that change of pace is re-invigorating! If he didn't it would get dull and as he doesn't want to bother with loads of stat blocks and balancing monster encountes a premade sorts him out. [/QUOTE]
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