What's the best way to run a module?


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I read the module once - photocopy the stats for creatures - especially if there is only a reference to the MM. Photocopy spells I do not know that well. Throw together a flow chart of possible actions and reactions and I'm ready to go.

The reason I use modules in some campaigns is to save time - and so my players are patient if I have to recheck something every great once in a while. In that vain, the adventure usually gets heavily modified as we go along as I adlib certain areas I'm not certain about - or I think will bog down the game.
 

I'd say once you've read the module, imgine your party physically going through it so you can think how the critters will react to them, where will there be fights, interaction etc. Think of how the plot goes and if it makes sense. Then make changes to make the plot work and to integrate it into your campaign as a whole (you might need to switch around the god the bad guys worship at the evil temple, etc.)
 

Voadam said:
I'd say once you've read the module, imgine your party physically going through it so you can think how the critters will react to them, where will there be fights, interaction etc. Think of how the plot goes and if it makes sense. Then make changes to make the plot work and to integrate it into your campaign as a whole (you might need to switch around the god the bad guys worship at the evil temple, etc.)


This I like a lot. My brain is capable of generating some great imagery (probably why I'm easily distra..... what was I talking about?) I should be able to envision the chambers and passages fairly easily. Great idea for a guy like me since I always look at the adventures I create myself that way without really thinking about it. The trick will be doing it with someone else's idea I suppose. Hmmm, the real question now is, will i get anymore work done at the office today :D
 

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