>Anon you actually run modules?

>Anon you actually run modules?

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  1. 5 months ago
    Anonymous

    frick no
    modules are gay and I don't understand why anyone would use them

    • 5 months ago
      Anonymous

      If you want to play in an established setting with a meta plot, or if you are just getting started GMing and don't have any previous experience. First game I GMd was a brief The Dark Eye module and it was really fun. That being said, I haven't ran a module ever since the second game I ran, which was shortly after.

    • 5 months ago
      Anonymous

      FPBP Modules are for homosexualy morons who need someone to hold their dick for them when they pee.

      If you want to play in an established setting with a meta plot, or if you are just getting started GMing and don't have any previous experience. First game I GMd was a brief The Dark Eye module and it was really fun. That being said, I haven't ran a module ever since the second game I ran, which was shortly after.

      Majority of systems do not have metaplots and the majority of modules, campaign books, and pre-written adventures do an extremely poor job of teaching you how to write and run games of your own. Needing a module is a shortcoming of the system, not a benefit to new players.

      • 5 months ago
        Anonymous

        >Majority of systems do not have metaplots
        The Dark Eye does, though not every group adheres to it. We personally don't, but it's the reason Dark Eye modules tend to be quite high quality.

        >the majority of modules, campaign books, and pre-written adventures do an extremely poor job of teaching you how to write and run games of your own
        I mean, so does not GMing at all. I got my start running a few modules, but eventually started writing my own stuff quite naturally. My players say I'm the best GM they ever had, so I doubt starting with modules "ruins" you as a GM.

        • 5 months ago
          Anonymous

          Word. Dark Eye modules are great.

          Though in general, a module should always be used as a sort of framework for your adventure. Because, in the end, things WILL go off script but most modules give you background information for the story so you can improvise.

          However, modules also give you the benefit of already having maps and statblocks, meaning you don't have to come up with them yourself. Heck, I'm still using the Ghoul statblock they offered in one module for all my other adventures.

          Playing without modules at all means you have to create everything from scratch.

    • 5 months ago
      Anonymous

      Brainlet D&Drone thinking. Go talk with your fathers, if you even have one.

      • 5 months ago
        Anonymous

        D&D and pathfinder current business policy is to sell a ton of modules tho.

        • 5 months ago
          Anonymous

          Refusing to use any and all the tools available to you due to trying to pass an imagined test of moral righteousness is peak D&Drone and you know it.

          • 5 months ago
            Anonymous

            I think it's more a peak /tg/ no-gamer to be honest

            • 5 months ago
              Anonymous

              There's a difference?

              • 5 months ago
                Anonymous

                yes
                D&D fans buy modules
                /tg/ no-gamers don't do anything but shitpost on /tg/ and pirate everything and wonder why the industry does not cater to them

          • 5 months ago
            Anonymous

            tools? the only "tools" i need are the red box i bought in 1980

          • 5 months ago
            Anonymous

            D&D's core audience consists of people who run Curse of Strahd and other campaign books over and over like a video game. What the frick are you talking about?

      • 5 months ago
        Anonymous

        is someone not capable of adjusting on the fly, creating their own settings/plotlines and characters?

    • 5 months ago
      Anonymous

      I rip maps and some scenarios, but always retrofit them into my own game. Hardly need to reference it during the game, because following the pre-written material is never the point.

      • 5 months ago
        Anonymous

        Oh yeah then why did D&D cancel their module shart program the Adventurer's League and leave 3rd party to pick it up (no new content since before dragonlance)? Paizo might be slaves to continual releases for their players but wotc actually "seems fine" with releasing only a bit of an adventure in every other book every 6 months. Very exciting stuff

        • 5 months ago
          Anonymous

          Why do you think I give even the slightest frick about this? Do you think I'm a shareholder, or something?

    • 5 months ago
      Anonymous

      I decided to run a module because I thought it would make GMing easier. Rather than being a shortcut, it's been a huge headache. They might work for some people though.

  2. 5 months ago
    Anonymous

    If people are stupid enough to pay for me to run a game of pretend for them, sure, I'm gonna minimize my workload.

  3. 5 months ago
    Anonymous

    No, i just read them and pretend i have a game and run that adventure with imaginary friends

    • 5 months ago
      Anonymous

      too dark man

    • 5 months ago
      Anonymous

      DMing for your tulpa is a new level of loneliness.

  4. 5 months ago
    Anonymous

    Yes, but in reality no.

    Modules are loose frameworks to use as inspiration and as a loose guideline, especially when getting started in a system. When used like that, there is nothing wrong with them. But they're to be expanded upon, to get started, and to see where things go.

    When used as a full campaign map going A to B to C through 1-2-3 it is pathetic and laughable, and everyone that runs anything like that should be bullied into suicide.

    • 5 months ago
      Anonymous

      most people who run modules run them like that
      it's fricking atrocious
      I can understand if you're a beginner or use them as a template for something else but there are people who actually enjoy GMing like this
      one of the worst things is OSR is people running horrible shitty modules and pretending it's fun

  5. 5 months ago
    Anonymous

    I fricking hate modules so fricking much

  6. 5 months ago
    Anonymous

    I ran a lot of the classic D&D adventures in becmi, as well as a handful of other editions.
    They're ok, but I had more fun with my own custom made adventures.
    Here's a list of the memorable ones
    >Keep on the borderlands
    quite good, but the real meat is the keep itself, the caves of chaos are ok.
    >Village of homlet: The moathouse
    meh, didn't like the moathouse, but I like the npcs in homlet.
    >the Lost City
    quite enjoyable, the 3 factions setup is fun.
    >hidden shrine of tamoa-chan
    Quite good.
    >halls of the hill giant king
    Kinda sucked.
    >The Sunless Citadel
    Real bad.
    >The Forge of Fury
    terrible. I stopped using premade modules for years after this one. Only started again with 4e.
    >Keep on the Shadowfell
    awful. the worst module I run ever. And then I stopped running modules again for years.
    >Gardmore Abbey
    actually great, stands up there with the classics. Made me look up modules again.
    >Waterdeep: Dragonheist
    This one I didn't GM, I was a player. And honestly, it was fricking awful. I read the module myself afterwards and I don't see why it's so highly rated.

    These are the ones I remember. I must have run more specially during the 3e and 4e era but they're forgettable.
    These days I don't really play D&D anymore, so there aren't that many modules for me to try.

    • 5 months ago
      Anonymous

      My players liked Keep on the Shadowfell. What did you find so bad about it?

      • 5 months ago
        Anonymous

        At the time I felt that the encounter design was really bad and the map design is essentially a line with some branches. Added to the fact that it has no interesting unique ideas, it just fails as a dungeon.
        I played on release so the monster design wasn't good yet.

        I can't give that many details since it's been what, over 12 years since I played it?

  7. 5 months ago
    Anonymous

    Never, the closest thing to that was using a module as a rough inspiration for my game.

  8. 5 months ago
    Anonymous

    . Nothing wrong with a module, it's a tool and this is probably a thread made by some no games homosexual

    • 5 months ago
      Anonymous

      i run two games.......on the other hand modulegays dont actually run games, they are just reading off a script.
      prove me wrong, oh wait you cant

      • 5 months ago
        Anonymous

        I can guarantee that you've never even read a module.

  9. 5 months ago
    Anonymous

    I've got a module for you to run that mouth on
    *unzips dick*

  10. 5 months ago
    Anonymous

    Every GM should run modules. Maybe not all the time, but sometimes. Even seeing aside the time savings, they give you new ideas. GMs often get stale (I say this as a forever GM).

  11. 5 months ago
    Anonymous

    My players don't pay attention so I don't see the point of making effort. Maybe if I was better at writing them but I'm not...

    • 5 months ago
      Anonymous

      maybe they dont pay attention because you are a shit gm?

  12. 5 months ago
    Anonymous

    Pretty much only run modules. Though, I'll always look up community DM guides, popular homebrew changes and additions, ect for each one and make changes as needed or to simply make things more interesting.

    If I'm going to put up the time and effort in worldbuilding and creating my own adventure, I want to make it something I'm deeply interested in... Sadly, most people don't share my interest (fantasy worlds like Harn). So Im forever doomed to never run my dream campaign.

  13. 5 months ago
    Anonymous

    why not? if my friends insist on playing dnd i ain't gonna bother trying to come up with unique adventures in a game i dont particularly enjoy. i might as well spent my creative energies elsewhere.
    I simply drop them in a starting town/region with a kitchesink of modules, give hooks for them and let them choose which path to go for. If they derail the module whatever. Let them have their fun.

  14. 5 months ago
    Anonymous

    Yes, Modules allow me to fill time between large main story beats with a premade slice of self-contained content for my players to enjoy. I often use them as 'intermission' material between large player arcs.
    It's not like I paid for them, anyway

  15. 5 months ago
    Anonymous

    >anime gay poster you actually lay games?
    You don't. I know.

  16. 5 months ago
    Anonymous

    Nah, I cannibalize material from them for my own games. They’re barely good for that though. Most of the stuff 5e modules have is so uninspired. Curse of Strahd is pretty good as is though.

  17. 5 months ago
    Anonymous

    Look, I have this thing that takes up a lot of my time called a job. You may have heard of it. So I'll do as I damn well please and use them and just change things as I see fit and you can eat a bag of dicks.

  18. 5 months ago
    Anonymous

    For one-shots, yes. My campaigns are always way too long.

  19. 5 months ago
    Anonymous

    Yes. For the most part, it's faster to prep a module than make an adventure. I don't really have as much time as I did in high school.

  20. 5 months ago
    Anonymous

    Absolutely. A decent module can give me 1-2 sessions of content, plus another 3-4 dealing with the consequences of the first two.

  21. 5 months ago
    Anonymous

    And there is nothing you can do about it.

  22. 5 months ago
    Anonymous

    Entirely justified with certain games. For example, D&D 5e is one of the most DM-unfriendly games I have ever seen, and setting up balanced encounters in it takes 3 to 4 times longer than in better-designed more DM-facing systems. So yeah, if I can just run encounters out of a module to save myself the asspain of having to deal 5e's broken CR system and awful encounter-building systems, I will.

  23. 5 months ago
    Anonymous

    I run modules when learning new games because its one less thing to worry about when reading through a core rulebook. Also i only run modules when running CoC because they probably better and more researched by lovecraft autists than i ever could.

  24. 5 months ago
    Anonymous

    Short ones for when we're getting into a system we know nothing about and is different from what we usually play

  25. 5 months ago
    Anonymous

    Nothing wrong with running a megadungeon or sandbox module as a framework, anon. The problem is railroad modules. I hate those

  26. 5 months ago
    Anonymous

    Speaking of modules, what's a good D&D one-shot to get a bunch of BG3 normie friends' feet in the door to tabletops before I ween them off into a real system?

    • 5 months ago
      Anonymous

      B1 in search of the unknown, great tutorial dungeon, teaches gms dungeon design, and teaches players mapping.

  27. 5 months ago
    Anonymous

    exclusively yes, I like those premade campaigns for D&D
    they got me a lived in world they designed, I would be a fool not to run sessions with them.

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