Modules - How do you use them?

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How do typically use modules?

As written, maybe modify the hook, that's about all.
3
9%
I tweak things here and there to fit my group.
17
53%
I use half or less, and wing or rewrite the rest.
4
13%
I just use bits and pieces and mash them together with other modules.
1
3%
I steal the plots, maps, or NPCs and throw the rest out.
0
No votes
No modules. I write my own adventures.
5
16%
No modules. I come up with a few events, places, and puzzles, and augment with wandering monsters or keyed hex maps.
0
No votes
Something else.
2
6%
 
Total votes: 32

alcyone
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Modules - How do you use them?

Post by alcyone »

I am wondering how prevalent the idea of buying an adventure and running it straight our of the book is. Sometimes I feel like writing adventures to share, but especially in the world of C&C, it seems like everyone would rather create their own content. And after all, there's no shortage of modules, or any other sort of content for role-playing games, especially ones that are largely compatible with the most popular systems.
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Arduin
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Re: Modules - How do you use them?

Post by Arduin »

When/if I purchase, I change them to fit into my game world. I also change up specifics in case a players has read the module.
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mbeacom
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Re: Modules - How do you use them?

Post by mbeacom »

I like to run published material but I always create my own hook as well as include NPCs from my ongoing campaign, often replacing the included NPCs with ones my character may know. I may also reskin the location to someplace my players are already going or else just lift the plot and main players and drop them into the place the players already are. It depends on how closely it fits what I'm running. I already own nearly every TLG published C&C adventure (I'm only missing Dwarven Glory and Curse of the Khan) and running original D&D and AD&D adventures is so easy there's a million modules out there. Even the new stuff from Expeditious Retreat Press for Osric would work great for C&C I would think.
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Re: Modules - How do you use them?

Post by Lord Dynel »

Back when I had all the time in the world (ie. before marriage, three kids, and a house) I almost always used my own stuff. I'm glad I didn't use published stuff then...because I have all the great modules to use now that I have no time! :)
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TheMetal1
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Re: Modules - How do you use them?

Post by TheMetal1 »

I like using published modules as is, other than maybe the plot hook to get players there. Time with work, family, school and all that make modules more attractive. But really, the module to me is a short synaposis of a novel. I get to read a cool story and wonder how it will turn out when the module meets my players. I strive really hard to keep evoke the intent of the writers vision for the adventure and bringing the PCs into that world. It has worked out quite well following the Module as Written. Further, running modules connects you to the rest of the gaming world by shared experiences. The group can say, Yeah we ran through the whol Temple of Elemental Evil or the CK is running us through the A-series and we've just finished up A5. There is a sense of accomplishment when you finish that adventure that others can share. Big purple had thread that talked about a guy gettting ready to fun the final module in the D&D 4e series (not sure what it was, but it was a battle against Orcus). They party was going to be 30th level and the campaign would end after a couple of years. It was just a great thing to see as everyone compared how various modules went, etc. Again it was a conversation over a shared experience which was great, and not just limited to the table, but across the game system.

I do like creating my own adventures, but like to delve into details so it takes a long time. I do hope to share those at some point as well.

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Re: Modules - How do you use them?

Post by Rikitiki »

Yeah, like most I tweak them -- first, figure out where geographically
they'd be in my world...change/modify NPCs in the module to be more
in line with events, etc.

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Re: Modules - How do you use them?

Post by Aladar »

I modify them to suit the group, but sometimes I just port over things I like into another module or into stuff I have created.
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ThrorII
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Re: Modules - How do you use them?

Post by ThrorII »

I tweak and rewrite quite a bit.

I place the adventure where I need it, based on my campaign world and where my players are at the moment. I rewrite the hooks, to accommodate my players and make it personal. I then will go through the adventure and tweak a lot of traps/encounters/ treasures to fit my vision of my campaign.

Basically, I use the map and concepts from the adventure, to save me imagaination time. I've run modules that you would not recognize, even if you've played that exact module before.

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Re: Modules - How do you use them?

Post by Sundog »

How do I use modules?

Brutally.
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Geleg
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Re: Modules - How do you use them?

Post by Geleg »

I always imagine that I will want to use modules a lot, and so I buy plenty of them. but when it comes down to it I often have trouble fitting them into the swing of my group. In the past three years I've used T1, B2, and Pod Caverns of the Sinister Shroom. In the case of the moathouse, I redrew the map and dreamed up new attitudes for many of the villagers (adding a bailiff and a bad local lord). The dungeon was mostly as is (save for changes to the dungeon map) and the addition of some campaign-specific stuff. I'd say I used it mostly as is, but spent probably 5 hours redoing stuff and/or making it fit. I then used Pod Caverns, completely as-written. The problem there is that the PCs got freaked (and their hook wasn't strong enough) so they left for other plot devices about half-way through. Most recently a new group has been in B2; here I have had to make extensive changes and modifications, and, well, I've had to "flesh it out" a lot. I drew up a chart of all the inhabitants of teh keep, gave them names (!) and campaign-specific motivations. I had to dream up some reasons for the caves to be in such close proximity, which meant redoing (or perhaps, creating de novo) an overarching hook for them to adventure in. I also chose to add the Cave of the Unknown; for this I found a nice map on dragonsfoot, modified it slightly, and then wrote a key. I drew a map of some tunnels under the well, and keyed it. I'd say I easily spent 10-15 hours modifying the module to make it work.

the other thing I find about modules is that as an old guy (45), I don't remember stuff that I didn't create as well as I used to. With my homebrew stuff I know the material really well; with modules, I find that I need to consult them repeatedly, which I dislike doing.

So color me mixed on modules. Love reading them, have lots sprinkled in my world, but probably prefer to run homebrews
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Re: Modules - How do you use them?

Post by Rikitiki »

Frickkin' modules -- how do they work? :?

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Re: Modules - How do you use them?

Post by alcyone »

TheMetal1 wrote:Further, running modules connects you to the rest of the gaming world by shared experiences.
I tend to be an as-is guy, too, and I think your shared experience point is one of the perks. Also, I tend not to discount things until I give them a shot. Usually there just isn't much in the published materials that grates on me (besides the hooks... hooks tend to usually be awful, and unless they are part of a module chain, how can they not be; they are written without knowledge of the party.)
Geleg wrote:With my homebrew stuff I know the material really well; with modules, I find that I need to consult them repeatedly, which I dislike doing.
Another great point and what sometimes swings me the other way. I am much more comfortable when people go off track if it's my own world.
Rikitiki wrote:Frickkin' modules -- how do they work? :?
Magnets. Or phlogiston, maybe.
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Rikitiki
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Re: Modules - How do you use them?

Post by Rikitiki »

"Magnets. Or phlogiston, maybe."
Good one, Aergraith! :lol:

'course, it might just be...magic

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Sir Ironside
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Re: Modules - How do you use them?

Post by Sir Ironside »

I really don't use modules at all. I'm a much better GM when I create my own sandbox, that initially is not fleshed out then GM by the-seat-of-my-pants. What I mean is I create a fairly extensive initial setting, with only parts of a world fully fleshed out, with major players created, but the rest is very fluid. Even NPC created on the fly or are minor NPC's I give enough room that they could become a major player which I then flesh out more thoroughly between gaming sessions, using notes from the preceding session. If the characters go out of my prepared land/city/dungeon etc. I pretty much do the same that I do for characters.

This is my comfort zone.

I will say that I do have the; Umbrage Saga boxed set and it is one of those types of modules that is very friendly to my type of GMing. I haven't bought any other modules from TLG though the; Haunted Highlands seems pretty interesting.
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