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*TTRPGs General
Why don't you buy modules?
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<blockquote data-quote="Ycore Rixle" data-source="post: 1352266" data-attributes="member: 675"><p>I buy modules. In fact, they're my favorite thing to buy.</p><p></p><p>I like to buy things that I use, and use directly, in my game. I like to buy things that sit open on the table in front of me on the table, or that have handouts that I give to the players, or have art that I can show them, or have monsters, traps, encounters, items, or puzzles that I can present to the players. Modules are by far the most likely thing to do that.</p><p></p><p>One thing that puzzles me is people who say that they don't buy modules because they can't fit them into their campaign, and yet they buy tons of sourcebooks and campaign setting books for wildly different settings. I find it much easier to integrate a module - even an FRCS module into a non-FR world or the like - than it is to use, say, Nyambe and Player's Guide to the Wilderlands and Midnight all in the same campaign.</p><p></p><p>I also am leery of DMs who exclusively write their own adventures. Frankly, I think I'm pretty decent at writing my own adventures, and yet I know I don't have time to adequately prepare all the time. The DM's that I have played with who categorically refuse to use prepared adventures were some of the most frustrating and boring DM's I've had. In some cases they've thought they were telling a "better" story than what you would get from "just" a pre-packaged module, but in fact they weren't telling any story at all. I can recall specifically thinking, "Please just run the adventure, please just run the adventure" as the DM trailed off onto yet another fruitless tangent. Just my two cents' worth, and as always your mileage may vary.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 1352266, member: 675"] I buy modules. In fact, they're my favorite thing to buy. I like to buy things that I use, and use directly, in my game. I like to buy things that sit open on the table in front of me on the table, or that have handouts that I give to the players, or have art that I can show them, or have monsters, traps, encounters, items, or puzzles that I can present to the players. Modules are by far the most likely thing to do that. One thing that puzzles me is people who say that they don't buy modules because they can't fit them into their campaign, and yet they buy tons of sourcebooks and campaign setting books for wildly different settings. I find it much easier to integrate a module - even an FRCS module into a non-FR world or the like - than it is to use, say, Nyambe and Player's Guide to the Wilderlands and Midnight all in the same campaign. I also am leery of DMs who exclusively write their own adventures. Frankly, I think I'm pretty decent at writing my own adventures, and yet I know I don't have time to adequately prepare all the time. The DM's that I have played with who categorically refuse to use prepared adventures were some of the most frustrating and boring DM's I've had. In some cases they've thought they were telling a "better" story than what you would get from "just" a pre-packaged module, but in fact they weren't telling any story at all. I can recall specifically thinking, "Please just run the adventure, please just run the adventure" as the DM trailed off onto yet another fruitless tangent. Just my two cents' worth, and as always your mileage may vary. [/QUOTE]
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Why don't you buy modules?
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