Why don't you buy modules?

Do you like/buy modules?


rounser said:
The average DM gets it bass ackward. The first thought when a typical DM decides he or she is going to run a new campaign is invariably "what setting shall I use", not "what adventures/story arc do I want to present".
On behalf of "typical" DMs everywhere, I'd just like to say "Ppppphhhhhbbbttttt!!!!!"

Thank you.

:p
 

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Being the egotist that I am capable of being I would just take that to mean above average DM's buy modules and awesome DM's buy lots and lots of modules! :D
 

Treebore said:
Being the egotist that I am capable of being I would just take that to mean above average DM's buy modules and awesome DM's buy lots and lots of modules! :D

I (clearly being in the latter group ;) ) don't buy many modules at all anymore unless I think I can strip it for parts. :)

I think on of my favorite recent aquisitions is AEG's Adventure and Adventure II. Lots of little adventures, stats, maps, and NPCs. Nothing confining, but great for last minute gaming.

The last big module I liked was Banewarrens (and even then, I sense I would be stuck running it a lot longer than I would want to). As for why, it was written specifically with notes to accomodate groups in your game. Too many big module expect you to roll right in to the background set forth buy the module author and provide too little accomodation for the fact that campaign-style DMs out there (which are many) don't want lots of background, they want something they can mold to theirs.
 
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Impressed with them

I play in the FR, and just started running my first module, from Dungeon . I've been impressed with the quality and ease of use. I'd like to have all the stat blocks in one place, though.
 

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