Modules or Not

All topics including role playing games, board games, etc., etc.
Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

It can definitely take "more" to run a published module. Whether you want to call it skill, effort, whatever, your choice.

Like Buttmonkey points out, one advantage of doing your own thing is that it seamlessly fits in with what you want to do or are doing. Modules rarely work that way as written, unless your campaign is based upon the module(s) to begin with.

So one thing I often find fun with modules is the challenge of getting them to "fit" what you are doing, or want to do. The benefit I like is the unexpected direction in which it takes the campaign, not only for my players, but for myself. The campaign goes off in a direction (or 10) that I certainly would not have come up with, so not only do the players have fun, but so do I as I step up to the challenge of adapting to these changes and making it all work.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

Buttmonkey wrote:
Hmm... I should point out that although my preference generally is to run my own stuff, that doesn't mean I think my stuff is better than published modules. It's just easier for me to run my own stuff. I would enjoy running a module that I thought was really, really good, though.

I agree 100%. I still use a few of my own creations, when possible. I just have a finite amount of them, and when I've gone through them all, I'm done for a while.

All this talk about making my own stuff really gets me interested in finding some more time.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

User avatar
Frost
Beer Giant Jarl
Posts: 1324
Joined: Wed Nov 28, 2007 8:00 am
Location: Pittsburgh, PA
Contact:

Post by Frost »

LD, what can be a happy medium is to drop in home-brew expansions into the pre-made modules.

Peter's third level of the Rising Knight module in a recent Crusader issue is an excellent example.

I'm running Rappan Athuk and had a ton of fun dropping home-made wilderness encounters into the areas surrounding the dungeon.

It's kind of the best of both worlds....
_________________
Lord Frost

Baron of the Pitt
Castles & Crusades Society
The Dungeoneering Dad

CharlieRock
Lore Drake
Posts: 1946
Joined: Sun Sep 24, 2006 7:00 am

Post by CharlieRock »

When I ran the Malady of Kings for D&D3 we changed quite a bit of it. Instead of sailing across the Sea of Dreams when the players blew the trumpet thingy it spewed out a current of stars up into the sky that the boat slid up on and into outer space where they sailed on to several asteroids and false moons before finding the real moon, landing on it, and defeating the blue dragon.

Plus they were carrying an intelligent sword from a previous module that told them it was the NPC they ended up rescuing by pulling out of suspended animation at the very end. (His spirit had taken flight into the sword and helped the PCs during their previous adventure in DCC #19 The Volcano Caves). Sort of tieing it all in together (so far).
_________________
The Rock says ...

Know your roll!

Post Reply