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<blockquote data-quote="scadgrad" data-source="post: 1026021" data-attributes="member: 766"><p>For many years I wrote ALL my own adventures, but then I got into running modules from Dungeon (I have the complete run, but really haven't enjoyed the 3.5 work w/ a few notable exceptions). The next thing I knew, I was finding it far easier to tweak a pre-existing module than write my own. I am a horrible stickler for details & I get easily bogged down mapping, creating NPCs etc. Working 45+ hours a week, plus being a husband & a daddy also limits my time, so I simply find running modules to be easier. To each his own of course.</p><p></p><p>Additionally, I love the "shared experience" of talking w/ other gamers about their experience in modules of the past. It's just hard to contribute to the "what did your group do w/ Meepo" conversation if you didn't play/run the module.</p><p></p><p>Add my name to the growing list of Necromancer supporters. I own ALL of their modules & have ran RA1,2 & 3 (though no one has finished it), Wizard's Amulet & Crucible of Freya, Tomb of Absythor, one of the adventures from Demons & Devils and Hall of the Rainbow Mage.</p><p></p><p>From my experience Hall of the Rainbow Mage is their best. There's enormous play value in that book, even if you don't use any of the free web updates. It worked perfectly into my campaign & we played it for months. For those who want shorter episodes, Demons & Devils is a bargain. I admire Necro's approach to module design, they convert to my highly tweaked homebrew campaign w/ only the slightest amount of work. Rappan Athuk is a great crawl and could fit in just about any homebrew w/ only a little modification. </p><p></p><p>I have also ran the first 3 Freeport modules & they were a bit brief, but well received by my group. Of the WotC Adventure Path, I think the Sunless Citadel & Forge of Fury are great ways to introduce new players to the game. The Standing Stone was really fun as well. Heart of Nightfang Spire, if ran properly, is as devious as they come. It's very hard not to have a TPK in that one. I do like the way that the WotC modules interelated. The looks on my players face when they realized what their actions in the Sunless Citadel had wrought was simply priceless.</p></blockquote><p></p>
[QUOTE="scadgrad, post: 1026021, member: 766"] For many years I wrote ALL my own adventures, but then I got into running modules from Dungeon (I have the complete run, but really haven't enjoyed the 3.5 work w/ a few notable exceptions). The next thing I knew, I was finding it far easier to tweak a pre-existing module than write my own. I am a horrible stickler for details & I get easily bogged down mapping, creating NPCs etc. Working 45+ hours a week, plus being a husband & a daddy also limits my time, so I simply find running modules to be easier. To each his own of course. Additionally, I love the "shared experience" of talking w/ other gamers about their experience in modules of the past. It's just hard to contribute to the "what did your group do w/ Meepo" conversation if you didn't play/run the module. Add my name to the growing list of Necromancer supporters. I own ALL of their modules & have ran RA1,2 & 3 (though no one has finished it), Wizard's Amulet & Crucible of Freya, Tomb of Absythor, one of the adventures from Demons & Devils and Hall of the Rainbow Mage. From my experience Hall of the Rainbow Mage is their best. There's enormous play value in that book, even if you don't use any of the free web updates. It worked perfectly into my campaign & we played it for months. For those who want shorter episodes, Demons & Devils is a bargain. I admire Necro's approach to module design, they convert to my highly tweaked homebrew campaign w/ only the slightest amount of work. Rappan Athuk is a great crawl and could fit in just about any homebrew w/ only a little modification. I have also ran the first 3 Freeport modules & they were a bit brief, but well received by my group. Of the WotC Adventure Path, I think the Sunless Citadel & Forge of Fury are great ways to introduce new players to the game. The Standing Stone was really fun as well. Heart of Nightfang Spire, if ran properly, is as devious as they come. It's very hard not to have a TPK in that one. I do like the way that the WotC modules interelated. The looks on my players face when they realized what their actions in the Sunless Citadel had wrought was simply priceless. [/QUOTE]
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