What precentage to they make up of your Campaign?

What percentage do you modules

  • Less then 10%

    Votes: 46 38.7%
  • 10 to 20%

    Votes: 12 10.1%
  • 20 to 30%

    Votes: 4 3.4%
  • 30 to 40%

    Votes: 6 5.0%
  • 40 to 50%

    Votes: 3 2.5%
  • 50 to 60%

    Votes: 4 3.4%
  • 60 to 70%

    Votes: 7 5.9%
  • 70 to 80%

    Votes: 11 9.2%
  • 80 to 90%

    Votes: 6 5.0%
  • over 90%

    Votes: 20 16.8%

I've basically run nothing but modules for the past 5 years. In fact, I've run almost entirely APs. In that time I've run Age of Worms, Savage Tide, War of the Burning Sky, Rise of the Runelords and Legacy of Fire.
 

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I generally run modules for 4 reasons:

1) Less prep time. I can spend some of that prep-time making it "mine."

2) Shared experience. I love the fact that I have run two separate groups through RttToEE. They are in different states but we occassionaly get the groups together for a mini-tourney. I like that they can compare notes or go to a Con and talk about how they handled certain encounters.

3) It keeps me from getting into a rut. There are encounters and twists in good modules that I would not have come up with on my own or would have had a bias against (I generally would not uses Oozes if left to my own devices, for example).

4) Greatest line a DM can throw at a player: <raises hands up, innocent look on DM's face, turns to weeping player> "Its in the module." Those of you that have run Monte Cook's stuff know what I mean.
 

I generally run modules for 4 reasons:

1) Less prep time. I can spend some of that prep-time making it "mine."

2) Shared experience. I love the fact that I have run two separate groups through RttToEE. They are in different states but we occassionaly get the groups together for a mini-tourney. I like that they can compare notes or go to a Con and talk about how they handled certain encounters.

3) It keeps me from getting into a rut. There are encounters and twists in good modules that I would not have come up with on my own or would have had a bias against (I generally would not uses Oozes if left to my own devices, for example).

4) Greatest line a DM can throw at a player: <raises hands up, innocent look on DM's face, turns to weeping player> "Its in the module." Those of you that have run Monte Cook's stuff know what I mean.

1 to 3 I can understand for others but:

1) Modules actually means more prep time for me.

2) Half of dozen of one and 6 of another as I don't do cons or have multiple groups.

3) A good history or SF book does the same at lower cost in time and money.

4) Nope the greatest line is: "That what is written" as you read your own creation and know you got them fair and square and as good as any professional writer could.
 

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