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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="Oofta" data-source="post: 9462481" data-attributes="member: 6801845"><p>Personally I don't like using modules, even if once in a blue moon I buy them for ideas ( I voted 0 because it averages less than 1 a year). Then I glance through them once and put them on the shelf. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f612.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cautious:" title="Cautious :cautious:" data-smilie="13"data-shortname=":cautious:" /> In general using a module takes far more prep time than I want to deal with. I think part of that is structure, too often I just want an appendix with who's who and what's important about the locations. At least a thumbnail version of each, perhaps with a link to where there's more info. Yet all that information seems to typically scattered throughout the book.</p><p></p><p>But, I also happen to be good at improv, enjoy the creative aspects of building a world and NPCs. But there are people I respect and admire that always use published modules and I don't think any less of them. I've had a lot of fun with people that are running a module, I've had some bad experiences with people that ran homebrew. </p><p></p><p>Often it has little to do with how well the person DMs, it's just that different people have different strengths and weaknesses. I like running a very open campaign with multiple possible branches, but I also have no issue with playing a linear module as long as I know what I'm getting into.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9462481, member: 6801845"] Personally I don't like using modules, even if once in a blue moon I buy them for ideas ( I voted 0 because it averages less than 1 a year). Then I glance through them once and put them on the shelf. :cautious: In general using a module takes far more prep time than I want to deal with. I think part of that is structure, too often I just want an appendix with who's who and what's important about the locations. At least a thumbnail version of each, perhaps with a link to where there's more info. Yet all that information seems to typically scattered throughout the book. But, I also happen to be good at improv, enjoy the creative aspects of building a world and NPCs. But there are people I respect and admire that always use published modules and I don't think any less of them. I've had a lot of fun with people that are running a module, I've had some bad experiences with people that ran homebrew. Often it has little to do with how well the person DMs, it's just that different people have different strengths and weaknesses. I like running a very open campaign with multiple possible branches, but I also have no issue with playing a linear module as long as I know what I'm getting into. [/QUOTE]
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Worlds of Design: Why Buy Adventures?
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