Why don't you buy modules?

Do you like/buy modules?


I love modules, precisely because I like to improvise: almost all modules (almost all adventures/games) are railroaded, if not through plot, then through morality. Our group always plays parties of mixed alignment; the typical expectations of a D20 game simply can't cover the range of decisions available to these characters. We derail plots constantly.

But that's where modules come in handy: if I wrote up an adventure for our group, I could railroad it; in fact, it would take a great effort not to: I know the characters too well (and the players even better). Using other people's work foils my instincts: the situations that they offer are of a different kind than anything I would ever present. I can prepare somewhat for what the group may do, faced with certain circumstances, but I would never have come up with these circumstances on my own.

I mean: rescue someone? or take down some amusin' cult? No way! I would have everybody setting up a drug conglomerate or orchestrating the downfall of the state or something.

This doesn't mean that I enjoy modules indiscriminately. The modules produced by WoTC baffle me: I have no idea how anyone could possibly enjoy them; they resist my best efforts at perverting them, too; they're just utterly bland.

Green Ronin's Freeport modules (or the first three, anyhow) were excellent: easy to run; good balance of action and investigation; just the right amount of detail. But I chalk most of this up to their being little more than Call of Cthulhu knock-offs.

Hell in Freeport was stupid--a nearly pure 2nd edition feel, only worse, because it took place in the planes without Planescape.

I haven't run Black Sails yet, but it reads well and certainly conveys that 1st Edition "go around and pick up a bunch of crap" feel (but with video-game references!). The finale looks like hell on a plate for the DM, however.

I think Monte Cook and Bruce Cordell had exactly one good adventure each: Dead Gods and Return to the Tomb of Horrors. Everything since then has been dorkily disappointing.

Converting first edition modules is a pain, but they're so weird that it's occasionally worth it. Plus, it's neat to re-discover all those details of the ToEE and the Slavelords that I'd forgotten (the instructions for role-playing romance in the latter are a hoot).

I like some of Necromancer's stuff, too. All atmosphere, no plot--that's fine, when they get the atmosphere right, which they usually do.
 

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The poll has 'I only buy from certain companies' but not 'I only buy from certain authors'. Something very wrong there. ('I only watch movies from certain studios'.)
 

I sense a lot of frustration here with the modules currently out there, but very few people here have picked up any of my books, it seems. So I'm going to extend the guess-a-number-get-a-free-product giveaway to encourage folks to give them a chance and check out these great "adventure settings"!

Please see the other thread. It's really easy: just guess the right number and get free product from Open World Press!
 

I clicked "I don't buy them" - in fact I've bought 2 3e scenarios, Lost City of Gaxmoor, which I enjoyed running, and "Necropolis", which I hated and abandoned.
There seem to be a lot of free scenarios available, and generally (post-Necropolis) I prefer short episodic scenarios to mega-scenarios. I like taking a free download piece of dross/rather flat scenario from the WoTC site and making it work. This is easy enough in a 6-page scenario. If it's 128 pages it's a lot harder to get a handle on.
Also - I have tons of pre-3e scenarios. If I ran every AD&D & OD&D scenario I never got to run before, it would take years.
 

Kahuna Burger said:
Its possible that some "modules" would fit my play style, but really by that point they are small campaign settings. ;) And campaign settings are something I like to buy a lot, but they seem to be more expensive....

kahuna Burger

That's why I liked Lost City of Gaxmoor - it was more a small campaign setting, it left it to the DM & players to come up with actual scenarios. By contrast Necropolis is a heavily-railroaded mega-dungeon.
 

I don't have the time or even the energy to create NPC's and locations for my group to explore. I concentrate on the inter-relationships between them and the NPC's. When it's time for them to go exploring, that's when I will slip in a premade adventure. Naturally, I will modify alot of stuff to fit my world and my group. But to create from beginning to end an underground complex with monsters and traps is just too much time for this father of 2.

Pick and choose your battles. Buy from quality companies like Necromancer and Auran, and then tailor to your needs. This method has served me well over the years.
 
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King_Stannis said:
I don't have the time or even the energy to create NPC's and locations for my group to explore. I concentrate on the inter-relationships between them and the NPC's. When it's time for them to go exploring, that's when I will slip in a premade adventure. Naturally, I will modify alot of stuff to fit my world and my group. But to create from beginning to end an underground complex with monsters and traps is just too much time for this father of 2.

Pick and choose your battles. Buy from quality companies like Necromancer and Auran, and then tailor to your needs. This method has served me well over the years.
See, to me it seems reading through a module a few times to make sure you've "got everything" and then adapting it to your current campaign is much more time consuming than just winging something on my own. Jamis Buck's generators make all my NPCs, maps are easy (sometimes I steal them from some book or what have you that's handy, sometimes I just make them on the fly, sometimes I draw them myself) and working on motivations, plans and plots for my NPCs comes naturally to me.

In other words, modules are more work contrary to my style of DMing, and less satisfying in their result to boot. It's not that I'm frustrated with modules, its just that they offer me very little.
 


Joshua Dyal said:
See, to me it seems reading through a module a few times to make sure you've "got everything" and then adapting it to your current campaign is much more time consuming than just winging something on my own. Jamis Buck's generators make all my NPCs, maps are easy (sometimes I steal them from some book or what have you that's handy, sometimes I just make them on the fly, sometimes I draw them myself) and working on motivations, plans and plots for my NPCs comes naturally to me.

In other words, modules are more work contrary to my style of DMing, and less satisfying in their result to boot. It's not that I'm frustrated with modules, its just that they offer me very little.

I've only actually used a handful of the modules I've ever bought. Generally, I just read them for fun and get inspiration for ideas. I think modules also teach people how to run an adventure or at how an adventure can be run. They're my favorite products and I continue to buy them even today (though I think the ones from the 70's and 80's were the best).

You seem to take a utilitarian approach to modules, while I look at them in a more artistic way. I'm not saying one is better than the other, but I guess a module that combines the two is the best-- one that is highly useful and fun to read!
 

I do buy adventures. Large adventures are what I like - Return to Temple (as a DM), Banewarrens (as a player) were excellent experiences. Now I'm looking into the City of the Spider Queen.

CotSQ looks problematic, though. I think they really dropped the ball in setting the adventure in the Underdark. You have FR, with fantastic locales aboveground, and they chose to do an adventure in the most generic area. I would've preferred a "grand tour of the realms" style adventure. Something like the Enemy Within campaign for WFRP. Traveling the realms while adventuring. FR has high potential for cloak and dagger type of stuff, why not utilize it for a grand plot for a grand adventure? Instead, we got hack'n'slash in the underdark.
 

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