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Modules: Ya or Na ?

#1 User is offline   dragonhand777 

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Posted 20 May 2004 - 07:39 AM

While I have taken some stuff out of a Book of Challenges, the campaign ideas are original. I've created my own world, the continent and generel local for the adventures. The story, the npcs etc. You get the picture.

However, this is my first shot at being a DM, at times I've considered putting my ideas on hold and running a modual instead (to 'get the hang of it'). I probably won't do this, cause I really want to see how the pcs react to the adventures and story I've created. Some of the ideas I'm implementing are ideas I've had for quite a while.

I'm aware some people don't like moduals, and others do.

Ya or Na, and why?

Also, if you like moduals, how often do you use them vs. your own story/plot?

And which moduals would you recomend?
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#2 User is offline   SchizofranicDM 

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Posted 20 May 2004 - 07:50 AM

I'd go for using my own stories, since i've rarely used a module (i think only once and that was very early on). My reasoning is that you know your world better than anyone else, because it is your world. You don't have to worry about researching certain new towns or areas because, chances are, you've got a pretty good grip on what's there on your map. on the other hand, if you're new to the DM chair, i'd suggested using a module. it keeps you focused on learning the DMing skills rather than keeping track of a world that you just created. most new DMs fail to see flaws and errors in their world creations and need many hours of testing to get an area right. But modules are not only for new DMs. the most skilled of DMs can play both with grace and finesse, drawing the PCs deeper in the web of fantasy. so ultimately, it depends on the DM. some modules i would suggest: Temple of Elemental Evil, Demons and Devils, and Vault of the Drow(though that one is in 2nd edition still, i think).
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#3 User is offline   blacxthornE 

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Posted 20 May 2004 - 09:16 AM

Na...
Definitely own ideas.
Because this is the beauty of DnD (or in a general concept, FRP). No other game type lets its players free and unlimited like this game.

I have been playing with three newbies and we're taking turns on DMing. That's why we are using mods now, to get a hang of it. I DMed the first short, short module just to show them how it is done. Once we all DM (there's only one guy left who hasn't), we will begin using our own campaigns.

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#4 User is offline   The_Bard 

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Posted 20 May 2004 - 09:39 AM

there is a certain amount that i agree with the above two comments. There definately is something unique with playing in your own world. you know it best and your not hindered by a book or set plot, and it sounds like the world you developed is pretty well thought out. I would recommend maybe reading through a module and comparing it to your own idea and see the level of depth in a module. While there are holes in every module i would have to say for the most part they bring in a couple interesting ideas or maybe you could just borrow one of their towns or something like that. modules are useful for many things, beginnign GMs that aren't comfortable with making their own world quite yet being one of them. I would definately say a good module can be entertaining, and beats out a not thoroughly constructed world. They also give you a sense of role playing vs. hack and slash, which i think is very important. you have to kind of get to know your players to get the balance that they will appreciate. often times GMs will just make a hack and slash with limited plot and no puzzles or problem solving. this needs to be avoided but so does a plot that is so intricate that one slip up will get you sent to the gallows. every now and then it is refreshing to hack your way out a situation.
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#5 User is offline   Gamemasta 

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Posted 20 May 2004 - 11:46 AM

The Sunless Citadel is nice. Its not so Hackey and Slashey.
You can combine modules into your own world. Just have the module part of a specific area, or triggered through events.
Modules can be used well to fill in blanks, or start something up when play has slowed.
Modified modules are best, Especially if you have other GM or players that have seen/used the modules.
Running your own world can be overwhelming at first. I think a common mistake is to try to develope too much at once. Also most GM's (it seems) always have some large scale conflict occuring like a war which can be hell to track. I like Phrophetic type campaigns or questing scenarios the best myself.
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#6 User is offline   BrotherMouran 

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Posted 20 May 2004 - 04:29 PM

I use a mix of modules, ideals pilfered from other sources and my own original insanity. If I do use a module, it's been modified and crafted to my campaign... I'll use the maps and some general aspects of the module as written but more often than not, only about 10-20% of the original contents are in tact. If the party ends up going off in a totally different direction than I expected, a heavily modified module can serve as a nice patch until they get back in one of the directions that is the thrust of the campaign.

When 3E first came out, I found a company that was publishing a sort of mini-module... a tall, thin booklet, that sold for about $2.50. I picked up a handful of them and some of them have served very nicely in this fashion.
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#7 User is offline   Rintaran 

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Posted 20 May 2004 - 09:10 PM

Nay. Even if you're a new GM, nay. I've read through a few modules, I even tried a couple, and I've had nothing but bad experiences.

First off, most modules rely more on the hack & slash / dice elements of the game. Although this will help you get used to the rules better, it quickly 'dumbs down' the role-playing aspect of the game. It trains both the GM and the player to play hack & slash style games.

Secondly, since you will have the module right in front of you, you will get distracted. A nice, published piece of work related to D&D is an automatic hook for a GM's eyes. You will also be tempted to follow the order of the adventure as outlined in the module, which can be very ill indeed.

Thirdly, even if your entire campaign world isn't developed yet, you only need to develop it a little at a time. Just enough for your current adventure. Then, when you plan your next adventure, you just need to expand on what you have. Since everything flows from the one source, everything is interconnected and generally makes sense. After 20-30 sessions, you'll have a great deal of info on your campaign world, including NPCs, Caves, Dungeons, Lost Ruins, Cities, etc. Not all campaigns worlds need to be constructed from the top-down, you can start with a little bit and expand as necessary.

Fourthly, by running your own campaign world, you'll know everything that's going on in your world. If someone asks the question of an NPC and you have to make something up quick, just jot down a note and you can easily add it to your world in progress.

Fifthly, since you will be running it in your world without the crutch/anchor of the module, you will have greater opportunity to encourage proper ROLE-play. I believe Yorick has begun to snag my old argument on role-play vs roll-play, so there really isn't much need for me to repeat it here.

Sixthly, as you go about the creation of your campaign world you'll be able to inform all of us as to how things are going. About your new gods, your countries or whatever. I suggest doing this by making your own webpage. I know I greatly enjoy reading up on different campaign worlds and borrowing a few small things here and there for my own monstrosity (which used to be online until I decided to go for a more professional-style author's site).

Well, I think six points is enough for now. If I get bored later, maybe I'll post some more.

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#8 User is offline   Post Sleeper 

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Posted 20 May 2004 - 09:16 PM

SchizofranicDM, on May 19 2004, 11:50 PM, said:

I'd go for using my own stories, since i've rarely used a module (i think only once and that was very early on). My reasoning is that you know your world better than anyone else, because it is your world. You don't have to worry about researching certain new towns or areas because, chances are, you've got a pretty good grip on what's there on your map.

Stole the words right out of my mouth.
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#9 User is offline   bigfysh 

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Posted 21 May 2004 - 02:44 AM

I'm actually all for using the Mods. I prefer them cause it is just a buddy of mine and I playing, so when we use the mods neither one of us know what is going on. This way we don't go about disarming all the traps and haveing one character that seems to know what is going on all the time...

So for a few people, when the DM is a player I think Mods work great.
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#10 User is offline   ladyofdragons 

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Posted 21 May 2004 - 05:51 PM

I'm a yes on mods, but modified mods. We get most issues of Dungeon Magazine (which if you haven't seen the news on enworld will be getting a much-needed workover in the next issue to make it more useful again), and pick up modules that look like they might work.

The idea is to use modules as "islands" in your campaign. You as the GM will have an idea of what direction the campaign is going and what background things are happening in the world around the party. Modules allow you to toss in something that might help out the campaign (or might just be a side-trek) without a ton of work.

For instance, our group is just starting the Sunless Citadel. However, it fits into our campaign in a very different way than the one suggested in the module. Currently our dwarven fighter has finally returned to his homeland in honor with the crown jewels we discovered in the long lost dwarven kingdom of his ancestors. However, the dwarven nation is about to begin a civil war, and rival clans are not happy at his return or the prestige his clan has just gained. The Drunken Blades (our party) have learned that a rival clan is attempting to recover an artifact from the forge of uncle Rocky's great-great grandfather from an ancient dwarven city, and it is our mission to regain it before they do. We'll use the basic details from the module, but change it to fit our situation and talents.

The module itself as written may be hack-and-slashy, but that really doesn't matter because we add the roleplay details in ourselves from our character's personalities and histories and interactions. In our main campaign, which has been going on for over 7 years (on and off), we've gone through many prepackaged adventures as well as some original stuff and some seat-of-the-pants DMing. When combined, our campaign doesn't look anything cookie-cutter or boring hack-and-slash.

Now of course when I finally start DMing my world I'll probably think differently, because I've yet to find a module that fits into my campaign world's rather specific needs. ;)
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#11 User is offline   Yorick 

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Posted 21 May 2004 - 07:55 PM

I Believe in using your own ideas they are usually so much better than a premade mod.

Now there are expection and pros and cons as with everything DND.

For example you a using premade modes in a premade world say Dragonlance. if none of you player have read much on dragonlance it can be a new and wonderful experance for them as well as you. But if they are great fans of drgonlance the probly have there own Ideas of how it should which can lead to problems

Also with using mods if they are old time player they may have read a few and can already know what is suposed to happen.

Get an idea of what your players like by finding out what they read watch on tv and movies. If you are having trouble creting you own adventures modify existing mods to you world or use them as a guide to biuld your own.

If you some the older mods that new players aren't aware of can be great fun to but remember they will have to adapted to the current rules
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#12 User is offline   BrotherMouran 

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Posted 21 May 2004 - 07:58 PM

Quote

Now of course when I finally start DMing my world I'll probably think differently, because I've yet to find a module that fits into my campaign world's rather specific needs. ;)


Been waiting about five years and counting now, Lady o.... :P
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