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<blockquote data-quote="Mark" data-source="post: 1025157" data-attributes="member: 5"><p>I think a lot of DMs wind up writing their own because they are told that a module "is easily dropped into any campaign world" only to find that it isn't always true. Most modules need some sort of setting and even the oldest ones were at one time someone else's homebrew. This almost always leads to some type of change from what the typical DM is running in their own home.</p><p></p><p>Myself, I have always made my own adventure (barring some DMing for the RPGA) but I've stuck with the core rules. I used the original white boxed set, then the first batch of hard-covers. I followed up with strictly the core rules in 2E (avoiding the money pit that became the add-ons/arms race of that edition). With 3E I've done the same thing and will do so with 3.5, as well.</p><p></p><p>All that said, I am also producing some materials, along side of some useful DM utilities. I think what will eventually set me apart from a lot of other product lines is that there's no "one big hook" mentality. Just good, solid creation of in-depth materials with a focus on personalities and plots. I've coupled that with thirty years of gaming experience in the form of useful advice within the materials for how to make the most of it all. I think my past work has shown that well and with 3.5 now out in the open, they'll be a lot more to come.</p><p></p><p>You might want to change a few names of people or places in my products, to give something your own personal flavor, but you're not going to have to make major adjustments to how you run your own game to get quick and easy use of it.</p><p></p><p>Good luck with your homebrewing! If you find you need some help, take a peek at my generators and other <em>very</em> reasonably-priced products on <a href="http://www.rpgnow.com/default.php?manufacturers_id=357" target="_blank">RPGNow.com</a> and I think you will see what I mean... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 1025157, member: 5"] I think a lot of DMs wind up writing their own because they are told that a module "is easily dropped into any campaign world" only to find that it isn't always true. Most modules need some sort of setting and even the oldest ones were at one time someone else's homebrew. This almost always leads to some type of change from what the typical DM is running in their own home. Myself, I have always made my own adventure (barring some DMing for the RPGA) but I've stuck with the core rules. I used the original white boxed set, then the first batch of hard-covers. I followed up with strictly the core rules in 2E (avoiding the money pit that became the add-ons/arms race of that edition). With 3E I've done the same thing and will do so with 3.5, as well. All that said, I am also producing some materials, along side of some useful DM utilities. I think what will eventually set me apart from a lot of other product lines is that there's no "one big hook" mentality. Just good, solid creation of in-depth materials with a focus on personalities and plots. I've coupled that with thirty years of gaming experience in the form of useful advice within the materials for how to make the most of it all. I think my past work has shown that well and with 3.5 now out in the open, they'll be a lot more to come. You might want to change a few names of people or places in my products, to give something your own personal flavor, but you're not going to have to make major adjustments to how you run your own game to get quick and easy use of it. Good luck with your homebrewing! If you find you need some help, take a peek at my generators and other [i]very[/i] reasonably-priced products on [url=http://www.rpgnow.com/default.php?manufacturers_id=357]RPGNow.com[/url] and I think you will see what I mean... :) [/QUOTE]
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