Worlds of Design: Why Buy Adventures?

Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

How many adventure modules (including adventure paths) do you purchase a year on average?


Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

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Picture courtesy of Pixabay.

Why Bother?​

Of course, it’s much easier to use a module than to make up your own adventures. But there’s more to it than that.

Simply put, game mastering takes time and effort. Game masters who use multiple sources requires significant demands on their time, something that is increasingly challenged by the diversification of other forms of easy entertainment. I discussed this in two different articles: Worlds of Design: The Chain of Imagination and World of Design: The Lost Art of Making Things Up

But it’s also certainly because adventures make game companies money. In many ways, making a game world out of whole cloth can be daunting to new gamers. It's just easier (and more lucrative) to buy adventures set in an established game world. This has the added bonus of causing a lot more commonality among the customer base (who can share tips and tricks with each other on how to play an adventure), and also happens to make those same game masters repeat customers as their players advance in level.

It wasn’t always like this.

The Hoi Poloi​

In the early days of Dungeons & Dragons, lack of a single campaign setting (we had both Greyhawk and Blackmoor), ever changing rules and editions, and the general inability to share them (no Internet back then!) meant games were messy affairs. Game masters made things up as they went along, customized rules as they saw fit, and largely played what could only be interpreted as a variant of D&D. And for some time, this wasn’t just the norm, it was encouraged by then parent company TSR, who wasn’t in the business of publishing adventures.

But that all changed over time. D&D became more solidified as the rules went from Original D&D to Basic/Advanced, to just one version. Along with the codification of rules came established adventures, many of them now legendary in gamers’ experience who played through them (e.g., Expedition to the Barrier Peaks, Ravenloft).

Of course, not all adventures were fully fleshed out either. Some had large gaps (both in the maps and text) where game masters were meant to customize to their liking, or roll randomly to determine what came next so players wouldn’t be able to metagame the adventure. Over time, this became much less common, to the point now that we get completely mini settings. For an example of how much has changed, see Beth’s review of Quests from the Infinite Staircase, which takes sandbox-style adventures from Basic and Advanced D&D and fleshes them out in detail.

The Art of the Module​

There’s also something to be said for the art of adventure creation. That is, there are definitely some adventures that are better than others, and those who figure out the magical mix are more likely to be bought by game masters who appreciate the effort. Or to put it another way, people who create published modules will, on average, likely be better at adventure writing than a novice, so you might choose to buy a few to learn from the best.

This trend is exemplified by Paizo, how pioneered the art of the Adventure Path. D&D’s level system ensures games take a lot of time and effort for player characters to level, which requires a lot of adventures strung together. A GM in the old days had to buy different modules and justify stitching their plots together, but with an Adventure Path the entire throughline seamlessly integrates from end to end, from the very first to the very last (usually 20th but not always) level. It's a lucrative model, as it requires significant investment from customers not just for one adventure, but for several.

A Question of Experience​

Whether or not you buy published adventures likely pivots on several factors: your prep time, your players’ interest in a campaign setting, and your experience. Game mastering is a significant investment, so if you don’t have the time, published adventures are the way to go. Your players might be deeply committed to a setting (like Greyhawk) and thus be only interested in playing in published adventures in that campaign world; conversely, they may like your homebrew so much they could be turned off playing anywhere else.

And finally, as you get more experienced, adventure writing becomes a lot easier. There’s nothing like playing a terrible adventure to motivate you to write your own. I doubt that there are many veteran GMs who have never used a commercial adventure module – I certainly have used them, for convenience (lack of time) or when one was especially useful or even famous (e.g. Against the Giants). I haven’t bought one for a long time, because I already have so many, and because there are so many free ones available. But it appears from Wizard’s catalog, and from the publications of many other publishers, that lots of people buy them.

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

ShinHakkaider

Adventurer
Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

Because when I started with TTRPG's and D&D (1982-83) there actually WERE a bunch of commercial modules available. My intro to D&D wasnt through the ruleset, it was me finding a copy of B2 at a freind's house and becoming enamored of it. It belonged to his older brother who said that I could have it and I poured over it endlessly at first trying to figure out the rules and then just loving the "setting" of the Caves of Chaos and the The Keep.

Commercial modules back then also provided a template for how to design your own adventures. At first I expanded from B2 but then I started writing and creating my own.

There's a thing where, especially back then, commerical modules were a bit of a communal experience. A bunch of people played through B2. A bunch of people played through G1-3, or T1 (this was a few years before T1-4 would be published) so there was a common experience when talking to other players about what they did or how thier GM ran a certain encounter or character deaths at certain encounters. It felt like (this is going to sound super nerdy) adventurers sitting and talking about tackeling the same areas and comparing notes.

Anyway a few people have insinuated that if you're not creating your own adventures youre not doing it right or that your game must be low quality (which are insulting things to say). But these days I run almost exclusively published scenarios / adventures. For ME, prep is easier.

Maps: DONE.
Monster / NPC stats: DONE
Main adventure plot: DONE

Now depending on the adventure and the players involved do I go and tweak things? ABSOLUTLEY. I'm of the opinion that you SHOULD custoomize and tweak things for your players. There's still plenty of work involved in prepping a published adventure. I've literally been doing it since I was 12. I'm in my 50's now. And I've done it for different systems, D&D, Top Secret, Marvel FASERIP, Star Frontiers, TMNT & Other Strangeness, DC HEROES, Champions 4th and 5th Edition, Mekton, Cyberpunk, Star Wars, you name it, if it's had published adventuers? I've probably run it.

I'm in the process of reworking an almost 20 year old dungeon adventure, THE WHISPERING CAIRN. It's the first chapter of the AGE OF WORMS Adventure Path for Pathfinder 1E. I've read the whole thing from beginning to end more than once and am pretty familiar with it. But I'm moving it out of Greyhawk and into Golarion (Pathfinder's setting). It's basically a reskining but anyone unfamiliar with the NPC's or the adventure isnt going to know any better. If I converted it to 5e? very few of the newer players are going to know it's origin.

I think that people should do what's best and more fun for them. Insulting people by saying that their games must be low quality because they run published adventures is the sign of someone with low character. This hobby SHOULD have a different people with different playstyles. I dont have to like them or play in them for that matter, but I'm GLAD that they exist.
 

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payn

I don't believe in the no-win scenario
Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

Because when I started with TTRPG's and D&D (1982-83) there actually WERE a bunch of commercial modules available. My intro to D&D wasnt through the ruleset, it was me finding a copy of B2 at a freind's house and becoming enamored of it. It belonged to his older brother who said that I could have it and I poured over it endlessly at first trying to figure out the rules and then just loving the "setting" of the Caves of Chaos and the The Keep.

Commercial modules back then also provided a template for how to design your own adventures. At first I expanded from B2 but then I started writing and creating my own.

There's a thing where, especially back then, commerical modules were a bit of a communal experience. A bunch of people played through B2. A bunch of people played through G1-3, or T1 (this was a few years before T1-4 would be published) so there was a common experience when talking to other players about what they did or how thier GM ran a certain encounter or character deaths at certain encounters. It felt like (this is going to sound super nerdy) adventurers sitting and talking about tackeling the same areas and comparing notes.

Anyway a few people have insinuated that if you're not creating your own adventures youre not doing it right or that your game must be low quality (which are insulting things to say). But these days I run almost exclusively published scenarios / adventures. For ME, prep is easier.

Maps: DONE.
Monster / NPC stats: DONE
Main adventure plot: DONE

Now depending on the adventure and the players involved do I go and tweak things? ABSOLUTLEY. I'm of the opinion that you SHOULD custoomize and tweak things for your players. There's still plenty of work involved in prepping a published adventure. I've literally been doing it since I was 12. I'm in my 50's now. And I've done it for different systems, D&D, Top Secret, Marvel FASERIP, Star Frontiers, TMNT & Other Strangeness, DC HEROES, Champions 4th and 5th Edition, Mekton, Cyberpunk, Star Wars, you name it, if it's had published adventuers? I've probably run it.

I'm in the process of reworking an almost 20 year old dungeon adventure, THE WHISPERING CAIRN. It's the first chapter of the AGE OF WORMS Adventure Path for Pathfinder 1E. I've read the whole thing from beginning to end more than once and am pretty familiar with it. But I'm moving it out of Greyhawk and into Golarion (Pathfinder's setting). It's basically a reskining but anyone unfamiliar with the NPC's or the adventure isnt going to know any better. If I converted it to 5e? very few of the newer players are going to know it's origin.

I think that people should do what's best and more fun for them. Insulting people by saying that their games must be low quality because they run published adventures is the sign of someone with low character. This hobby SHOULD have a different people with different playstyles. I dont have to like them or play in them for that matter, but I'm GLAD that they exist.
🤜
 

edosan

Adventurer
Of course, it’s much easier to use a module than to make up your own adventures.

As other people have said, that's the dream, sure. In my world Curse of Strahd broke me because having to basically memorize a 250+ page campaign that I personally found poorly organized in the first place was too much for me with everything else going on in my life so I just dropped the campaign altogether.

What I want is more of an adventure of the week format with well organized adventures that I can play with minimal prep (like the stuff The Arcane Library puts out, among others) and use things like outlines and bullet points instead of walls of text. WOTC doesn't do that kind of thing so I don't buy their adventures any more.
 

Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

Because when I started with TTRPG's and D&D (1982-83) there actually WERE a bunch of commercial modules available. My intro to D&D wasnt through the ruleset, it was me finding a copy of B2 at a freind's house and becoming enamored of it. It belonged to his older brother who said that I could have it and I poured over it endlessly at first trying to figure out the rules and then just loving the "setting" of the Caves of Chaos and the The Keep.

Commercial modules back then also provided a template for how to design your own adventures. At first I expanded from B2 but then I started writing and creating my own.

There's a thing where, especially back then, commerical modules were a bit of a communal experience. A bunch of people played through B2. A bunch of people played through G1-3, or T1 (this was a few years before T1-4 would be published) so there was a common experience when talking to other players about what they did or how thier GM ran a certain encounter or character deaths at certain encounters. It felt like (this is going to sound super nerdy) adventurers sitting and talking about tackeling the same areas and comparing notes.

Anyway a few people have insinuated that if you're not creating your own adventures youre not doing it right or that your game must be low quality (which are insulting things to say). But these days I run almost exclusively published scenarios / adventures. For ME, prep is easier.

Maps: DONE.
Monster / NPC stats: DONE
Main adventure plot: DONE

Now depending on the adventure and the players involved do I go and tweak things? ABSOLUTLEY. I'm of the opinion that you SHOULD custoomize and tweak things for your players. There's still plenty of work involved in prepping a published adventure. I've literally been doing it since I was 12. I'm in my 50's now. And I've done it for different systems, D&D, Top Secret, Marvel FASERIP, Star Frontiers, TMNT & Other Strangeness, DC HEROES, Champions 4th and 5th Edition, Mekton, Cyberpunk, Star Wars, you name it, if it's had published adventuers? I've probably run it.

I'm in the process of reworking an almost 20 year old dungeon adventure, THE WHISPERING CAIRN. It's the first chapter of the AGE OF WORMS Adventure Path for Pathfinder 1E. I've read the whole thing from beginning to end more than once and am pretty familiar with it. But I'm moving it out of Greyhawk and into Golarion (Pathfinder's setting). It's basically a reskining but anyone unfamiliar with the NPC's or the adventure isnt going to know any better. If I converted it to 5e? very few of the newer players are going to know it's origin.

I think that people should do what's best and more fun for them. Insulting people by saying that their games must be low quality because they run published adventures is the sign of someone with low character. This hobby SHOULD have a different people with different playstyles. I dont have to like them or play in them for that matter, but I'm GLAD that they exist.
I started in 1974 and there were no modules etc. I had to do my own. Easy at first, it was all about dungeon crawls. I never got in the habit of buying modules. I leaned heavily on my habit of buying every fantasy novel that came down the pike and reading a lot of mythology and history (not surprisingly my degrees are in history and anthropology). If I had started later, I can see how modules could have been a thing. I ran in a number of them as a player and the quality of the game was really more about who the DM was. I don't know a lot of the "classic" modules except for those I played in. Adventure paths can make interesting reading, but mostly that's about stripping them of ideas, monsters, spells etc. I still prefer putting my own together. That was a bear for prep time when my job was time consuming. Now, I just retired though and time is a resource I've got. Unless the wife needs something done :D
 

Jaiken

Explorer
I don’t usually buy adventure modules, instead the sessions are created. The only adventure modules I own are 5th edition:

1) Tales of the Yawning Portal
2) Dungeon of the Mad Mage
3) Curse of Strahd

The adventure modules I own are gifts besides TotYP
 

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