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Why don't you buy modules?
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<blockquote data-quote="Sir Whiskers" data-source="post: 1356867" data-attributes="member: 6941"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Exactly. There's no one right answer to modules.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1356867, member: 6941"] 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. 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. 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. 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. 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. 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. [/QUOTE]
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