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Why don't you buy modules?
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<blockquote data-quote="Grayhawk" data-source="post: 1357036" data-attributes="member: 11288"><p>Modules are now the <em>only</em> thing I buy to compliment the core books. </p><p></p><p>I've bought my share of 1e and 2e AD&D supplements, but I feel that the current core rules (still) offer enough new stuff and choices, and I've created my own setting, so all I need for the moment are some modules to flesh out a campaign in that world.</p><p></p><p>As I think that 3x lets you level too fast, I'm giving less xp. So I've build a story line using the 4 first modules in the WotC adventure path series (Sunless Citadel, etc.), but intersected about 6 or 8 of the free modules from WotC site before and in-between each of them. Thus my players will progress slower, get to see and experience more, and will still have obtained the appropriate level for the modules they begin.</p><p></p><p>Obviously, all these modules have been changed slightly to facilitate their placement in my campaign setting, and some of them have just been placed on my map, so if the PC's choose to go off wandering, there are a couple of adventures waiting for them.</p><p></p><p>Also, my world has a special background story which the PC's are unaware of, but I've spread various clues to this throughout the modules, hopefully creating a sense of coherence as they explore the setting.</p><p></p><p>It will be a while, but the next campaign I'll be running will propably be based on Ed Cha's World of Whitethorn series.</p><p></p><p>The last d20 supplement I bought was The Hamlet of Thumble which I got due to it's great reviews and great cover.</p><p></p><p>(Hopefully I'll win The Village of Oester when the next competition rolls around <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> - after all my Hafling Haiku was one of the runner-ups, so it only seems fair! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1357036, member: 11288"] Modules are now the [i]only[/i] thing I buy to compliment the core books. I've bought my share of 1e and 2e AD&D supplements, but I feel that the current core rules (still) offer enough new stuff and choices, and I've created my own setting, so all I need for the moment are some modules to flesh out a campaign in that world. As I think that 3x lets you level too fast, I'm giving less xp. So I've build a story line using the 4 first modules in the WotC adventure path series (Sunless Citadel, etc.), but intersected about 6 or 8 of the free modules from WotC site before and in-between each of them. Thus my players will progress slower, get to see and experience more, and will still have obtained the appropriate level for the modules they begin. Obviously, all these modules have been changed slightly to facilitate their placement in my campaign setting, and some of them have just been placed on my map, so if the PC's choose to go off wandering, there are a couple of adventures waiting for them. Also, my world has a special background story which the PC's are unaware of, but I've spread various clues to this throughout the modules, hopefully creating a sense of coherence as they explore the setting. It will be a while, but the next campaign I'll be running will propably be based on Ed Cha's World of Whitethorn series. The last d20 supplement I bought was The Hamlet of Thumble which I got due to it's great reviews and great cover. (Hopefully I'll win The Village of Oester when the next competition rolls around :) - after all my Hafling Haiku was one of the runner-ups, so it only seems fair! :D ) [/QUOTE]
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