Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 9462769" data-attributes="member: 20564"><p>"Of course, it’s much <strong>easier</strong> to use a module than to make up your own adventures."</p><p></p><p>Oh god, this thesis statement is so wrong I worry that anything built on it as a foundation will fall apart.</p><p></p><p>To be more specific, it is entirely overwide in it's assumptions. This may be true for you as a DM, but there are many whom this is 180 degrees in the wrong direction.</p><p></p><p>Let's tear it apart some. This aren't just true for me, these are <em>HECK YEAH</em> true for me.</p><p></p><p>1. It is easier for me to use, revise, and grow my plots and subplots then someone else's.</p><p>2. It is easier for me to remember what I created than someone else, be it plot, NPC, clue, connection, whatever.</p><p>3. It is far easier to be consistent when filling in any gaps either between sessions, or improving them during a session, with my own material.</p><p>4. It is immeasurably easier to work in character arcs during planning then to retrofit them into a completed work.</p><p>5. It is easier to remove things that aren't working or the players show little interest in and know they aren't load bearing if I put them in.</p><p>6. It is much easier to create and steer later acts to what the players actually did than to rework an existing module. No module would have been able to deal with the splitting of the Fellowship without drastic rework.</p><p>7. It is easier to run my own stuff because it's more fun for me. (Creativity is a major ADHD motivator.)</p><p></p><p>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. And, because the fun level is down, I am a lot less likely to keep it up, which leads to anxiety, feelings of failing the group, and a downward spiral where it repeats.</p><p></p><p>On the other hand, the last four campaigns I've run have been homebrew from setting, adventure, lots of the monsters and items, completed successfully, and ran from 3 to 7 years each.</p><p></p><p>I am not putting down modules - they definitely have a place. But trying to make an all-encompasing statement like "they are easier" is all sorts of false.</p></blockquote><p></p>
[QUOTE="Blue, post: 9462769, member: 20564"] "Of course, it’s much [B]easier[/B] to use a module than to make up your own adventures." Oh god, this thesis statement is so wrong I worry that anything built on it as a foundation will fall apart. To be more specific, it is entirely overwide in it's assumptions. This may be true for you as a DM, but there are many whom this is 180 degrees in the wrong direction. Let's tear it apart some. This aren't just true for me, these are [I]HECK YEAH[/I] true for me. 1. It is easier for me to use, revise, and grow my plots and subplots then someone else's. 2. It is easier for me to remember what I created than someone else, be it plot, NPC, clue, connection, whatever. 3. It is far easier to be consistent when filling in any gaps either between sessions, or improving them during a session, with my own material. 4. It is immeasurably easier to work in character arcs during planning then to retrofit them into a completed work. 5. It is easier to remove things that aren't working or the players show little interest in and know they aren't load bearing if I put them in. 6. It is much easier to create and steer later acts to what the players actually did than to rework an existing module. No module would have been able to deal with the splitting of the Fellowship without drastic rework. 7. It is easier to run my own stuff because it's more fun for me. (Creativity is a major ADHD motivator.) 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. And, because the fun level is down, I am a lot less likely to keep it up, which leads to anxiety, feelings of failing the group, and a downward spiral where it repeats. On the other hand, the last four campaigns I've run have been homebrew from setting, adventure, lots of the monsters and items, completed successfully, and ran from 3 to 7 years each. I am not putting down modules - they definitely have a place. But trying to make an all-encompasing statement like "they are easier" is all sorts of false. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
Top