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 like to scour adventures for ideas here and there, but I'm impossible to actually write adventures for these days. Any game I run, D&D or otherwise, tends to adhere to a fairly restrictive theme for the course of the campaign/chronicle/what-have-you. For D&D that sometimes means atypical cultural assumptions (my Gormenghast-inspired game doesn't have nobility, clergy, or mercantile classes in all the usual D&D roles, for instance), and it always means a limited monster palette (no beholders, mind flayers or drow as a rule, for instance).

Plus, there's always the consideration of my players. Running pre-published adventures means nudging their motivations to fit, and they're usually caught up in game-world considerations rather than Old Standbys like "get money" or "find something to kill." The amount of effort to adapt winds up being roughly the same as the amount of effort to write something new, particularly these days.
 

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I've never run a module, unless you count that little solo adventure WotC released a couple weeks ago. (Which is really an excellent piece of work, incidentally.)

I have, however, been giving serious thought to running an adventure path when I wrap up my current campaign. I'd probably do War of the Burning Sky, or maybe Age of Worms updated to 4E, assuming nothing else comes out in the interim.
 

Back in the old days it was a good bit, I loved running classic bits like 'Tomb of Horrors' and I put two groups through 'Scourge of the Slave Lords' and I spent a wonderful year with a group cleansing 'The Temple of Elemental Evil'. During my time running 2E I can honestly say I didn't run or even use a portion of any module, someone got me a copy of 'Dragon Mountain' and I bought 'Return to the Tomb of Horrors' but I never really used anything from them until 3E. During 3E's reign at my table I used a number of modules for inspiration and took pieces from them, especially Dungeon and Goodman's. The only thing I ran in it's entirety was one of the 'Challenge for Champions' and one of the chapters from 'Savage Tide' which fit neatly in t the current story line. Starting 4E I ran a truncated version of 'Keep on the Shadow Fell', since I wanted to rework my campaign world and I knew I'd be loosing players to rl issues.
I guess counting bits and pieces It would be around 20%. -Q.
 

Either 0% or 100%.

That is, I will either run an Adventure Path mostly as written, and so compose the campaign entirely of published modules, or I run a homebrew campaign without the use of published modules.

At the moment, I am running two homebrew campaigns side-by-side. However, I have several Adventure Paths queued that I want to run.
 

I use modules right now for my 4e game, though I take great liberties with them. (They aren't very good, out of the box, but make for good frameworks and collections of encounters.)

I never use modules for my Call of Cthulhu games.

I always use modules for my AD&D games.

-O
 

I voted for 40-50% modules, but the percentage will vary depending on what games I am running. Currently, my 4E D&D campaign is mostly homebrew, although I've pulled a couple of the adventures and a short story arc from published modules. When I run other game systems I may be more or less likely to run modules depending on how often I play and what kind of module support they have.
 

Module, haha that's funny. I usually have only a very broad idea of what's going to happen and just make everything else up as I go. I barely know more than my players do. I used to try to plan things out in detail but I'm a much better dm on the fly, or a much worse dm when working from a script if you want to be a jerk about it. That being said, I am currently running a short adventure (barely more than an encounter) based strongly off of an adventure I read in Dungeon Magazine back in the early 90s.
 

I've run a couple of pre-set adventures in my time ... but very few. I prefer making my own adventures, though I will gleefully look through other adventures to gak good material. ;)
 

I have to admit while I voted less then 10%, I have come across something that I will be using more often. WotC's Steal this Hook. I not sure I will use any thing but the concepts. The opening paragraphs need work to fit my campaign.
 

It has went from about 30% to almost 80% and I have several modules I would like to use "someday", though they are not for the edition I am currently using.

As a DM, I like world-building more then filling in adventure details. Fortunatly, I don't have much time, since world-building can be such a waste of time ;) .

As others have noted, modules rarely work best "as is". For me, I generally use "as is" in the begining, when thigns are most open for the players. then will do something to bring the adventure to an (earlier) close.
 

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