Treebore said:
...Is it DM style? IS it just tastes are different? Are those knocking the modules I like actually being fair? In other words, did they really look/read the whole module? Are they just so unrealistic as to expect a module to be dumped into their, or anyone's, camapign without alteration. What do they see as being wrong that I don't get?
I think DM style makes a lot of difference in how individuals perceive the value of a given module. Tastes are also different - some like steampunk, some don't. Some like drow, some don't. I like certain NG modules, because they're more sourcebook than adventure. Others don't like that type of module. I won't say anyone is necessarily being unfair, though. No module will appeal to everyone equally.
As to dumping into a campaign without alteration, I doubt any GM expects that. But how much alteration is required is a valid consideration. A module tightly tied to a major campaign setting will be more difficult to adapt to a homebrew. An adventure set in a major port city, which is not detailed within the module, may require that the GM have such a city (or similar location) before the adventure can be used. Those are valid considerations when deciding whether or not to purchase a module.
Treebore said:
...I also get a lot more bang for my buck with modules. I get a setting and series of events that I can put right into my campaign at any time, whether it is a manorial estate, a city, a mine complex, a dungeon complex, a tavern, or what have you. I use 80 to 90% of most modules. With source books I rarely use more than 30% and it is often more like 20% and less.
In this case, you're using modules much the way I like to. I don't necessarily need ideas for adventures, but a module that gives me tons of npc's, locations, items, etc. can save me a lot of time in preparing a custom adventure for my group. But again, it depends on the campaign. The npc's of a given module may not fit the theme or style of everyone's campaign. In such a case, they would not be of much use.
Treebore said:
...Another difference I have noted between myself and many others. Even modules I considered crappy, I got lots of use out of them just for the NPC's and maps. Even if the module story sucked the idea of it was usually very good, it was just the execution was lacking, so I changed it to what I consider to be good.
Personally, I have so many adventure ideas, that I don't need to buy modules to get more. In fact, time wasted on lousy modules is time I'm not spending with the good stuff. What constitutes a lousy module is, to an extent, a matter of taste, but we all know of some that are universally panned. The sheer volume of modules available works to discourage purchasing any, as there are a lot of bad modules mixed in with the good. Even with reviews, it's not easy to tell if I'll like a module until after I buy it - by which time, it's too late.
Treebore said:
...I find altering modules to my tastes to be much easier than altering/mining a sourcebook or making homebrew from scratch to fit my needs.
To me, modules are the best resource for building/adding to campaigns. Not sourcebooks or other campaign material.
Me too. But then, how many modules do I really need for my campaign? I've identified my weaknesses as a GM (my npc's tend to be the same, I can't draw a map to save my soul) and I purchase books that help me in those areas. With so many free adventures available, if a module doesn't meet my specific needs, I don't buy it.
Treebore said:
...I guess it just comes down to a difference in tastes and approaches to running games.
Exactly. There's no one right answer to modules.
BTW, in an earlier thread someone (from NG?) made a very cogent point: we don't use modules the way we used to. Early 1E modules tended to be run stand-alone. The idea of a coherent, consistent homebrew campaign was in its infancy. Nowadays, we often use modules as part of an ongoing campaign, and this changes significantly what we want from them.
nikolai said:
Is anyone else sick of the 1st edition retro-style?
Yep. See my comment above about how the use of modules has changed. Except as a one-off adventure, I'm not really interested in revisiting the past.