Worlds of Design: Why Buy 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.

Your Turn: Take the poll and let us know!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I purchase modules though I seldom run as is; I do a lot of changes and mods. About the only Ive run straight as is is the Lost Mines starter box set. Though clever marketing of 5e means that I'll buy a module book for the monsters and magic items. I just wrapped up Curse of Strahd after 3 years because I expanded a lot of scenes, some I drew inspiration from I Strahd novel. I just started our spell jammer campaign and am modifying Lost City for that setting. So I do pick up the 5e modules and have some 1e and 2e that I mine for ideas and port over scenes. It's something I enjoy a lot.
 

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I've never run any adventures I didn't do myself. I said "0" above as a result. That's not quite right though, I enjoy reading modules (weird I know)... and I have a number of 5E hardbacks that I bought for spells, subclasses and monsters without ever reading through the adventure path. I prefer reading shorter module length stuff. I have poached some ideas from modules and adventure paths, but I take more inspiration from fantasy and science fiction books than game related material. I use my own setting for D&D too although I've used Tekumel for EPT and the Third Imperium for Traveller. I have run in quite a few modules in the past because quite a few of my friends used them. All I have done since 3E is DM though.
 

And finally, as you get more experienced, adventure writing becomes a lot easier.
I buy adventures purely for inspiration. I like to read NPC motives, see the layout of encounters, and read the plot development along with its hooks.

That said, I disagree with your statement about it getting easier. It gets easier to create, yes. But to write, not necessarily. Even for semi-fast writers, which I consider myself a part of, it is never quick. The reason is because I edit, rethink to make sure there are no huge logic errors, and then hew as many important NPCs/hooks/antagonists/etc. as needed. This, combined with creating plausible, yet fantastical settings, takes time. I mean, just piecing together the ecology of an area to include fantastical elements takes time - let alone its history and culture - which takes more time.

So for an outline, it's easy. Not much time needed. But to do it with an internal consistency with a world you've created takes time. (And if you are writing adventures, why not create your world, right?)
 

I used to be a Paizo AP subscriber. Thats when published adventures really clicked with me. PF2 ended up not being for me, and thats ok! Also, covid killed my long term gaming group.

In the past, some modules were too short, some just giant tomes of endless dungeon. Paizo's AP had magic gear, cool NPCs and monsters, setting lore, great maps, etc.. I didnt realize how much I could get into a game until somebody put it all together like that. Honestly, the community is pretty great too. I love being able to compare notes with thousands of other GMs.

Since then, its more of a once a year kind of thing for me in various other RPGs im playing. I do miss those monthly installments of the Paizo AP and am glad its still going even if im not on board.
 


I find it easier to get a module (#oldguy) that gives me the framework I need--the maps, the names, the room descriptions, etc.--then re-skinning it for my campaign's needs. So, I still get to do all the fun parts, using my imagination, creating the interconnected storyline--without the time consuming, tedious parts (what is the name of the baron's helper?). I also pull bits from one module into another; take things that I've made up and drop them in, etc. I have been doing this for decades with great success!
 

I find it easier to get a module (#oldguy) that gives me the framework I need--the maps, the names, the room descriptions, etc.--then re-skinning it for my campaign's needs. So, I still get to do all the fun parts, using my imagination, creating the interconnected storyline--without the time consuming, tedious parts (what is the name of the baron's helper?). I also pull bits from one module into another; take things that I've made up and drop them in, etc. I have been doing this for decades with great success!

This is how I approach it as well.

Additionally when you run over vtt like fantasy grounds, mixing and matching becomes a matter of a couple of clicks.

I’ve used Undermountaun levels in a bunch of adventures.
 

The few times I’ve tried to run modules, they’ve inevitably gone completely off-book by session 2. The more linear they are, the quicker I end up breaking them.

Th only “modules” I’ve had success with are ones that are pure sandbox, such as the Dark of Hot Springs Island.
 

The amount of work I need to put in over 6 months to a year for a published module exceeds what I need to do to run my own adventures by quite a bit.
It takes you SIX MONTHS to edit a module to your taste? :oops: ? I can usually edit a module in a few hours and then it's good for the group play. I guess if your focus is more Story® than rpg, I could imagine it taking more time to add all the literary elements associated with storytelling ;)
 

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