Worlds of Design: Why Buy Adventures?

Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

How many adventure modules (including adventure paths) do you purchase a year on average?


Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

cube-616738_960_720.jpg

Picture courtesy of Pixabay.

Why Bother?​

Of course, it’s much easier to use a module than to make up your own adventures. But there’s more to it than that.

Simply put, game mastering takes time and effort. Game masters who use multiple sources requires significant demands on their time, something that is increasingly challenged by the diversification of other forms of easy entertainment. I discussed this in two different articles: Worlds of Design: The Chain of Imagination and World of Design: The Lost Art of Making Things Up

But it’s also certainly because adventures make game companies money. In many ways, making a game world out of whole cloth can be daunting to new gamers. It's just easier (and more lucrative) to buy adventures set in an established game world. This has the added bonus of causing a lot more commonality among the customer base (who can share tips and tricks with each other on how to play an adventure), and also happens to make those same game masters repeat customers as their players advance in level.

It wasn’t always like this.

The Hoi Poloi​

In the early days of Dungeons & Dragons, lack of a single campaign setting (we had both Greyhawk and Blackmoor), ever changing rules and editions, and the general inability to share them (no Internet back then!) meant games were messy affairs. Game masters made things up as they went along, customized rules as they saw fit, and largely played what could only be interpreted as a variant of D&D. And for some time, this wasn’t just the norm, it was encouraged by then parent company TSR, who wasn’t in the business of publishing adventures.

But that all changed over time. D&D became more solidified as the rules went from Original D&D to Basic/Advanced, to just one version. Along with the codification of rules came established adventures, many of them now legendary in gamers’ experience who played through them (e.g., Expedition to the Barrier Peaks, Ravenloft).

Of course, not all adventures were fully fleshed out either. Some had large gaps (both in the maps and text) where game masters were meant to customize to their liking, or roll randomly to determine what came next so players wouldn’t be able to metagame the adventure. Over time, this became much less common, to the point now that we get completely mini settings. For an example of how much has changed, see Beth’s review of Quests from the Infinite Staircase, which takes sandbox-style adventures from Basic and Advanced D&D and fleshes them out in detail.

The Art of the Module​

There’s also something to be said for the art of adventure creation. That is, there are definitely some adventures that are better than others, and those who figure out the magical mix are more likely to be bought by game masters who appreciate the effort. Or to put it another way, people who create published modules will, on average, likely be better at adventure writing than a novice, so you might choose to buy a few to learn from the best.

This trend is exemplified by Paizo, how pioneered the art of the Adventure Path. D&D’s level system ensures games take a lot of time and effort for player characters to level, which requires a lot of adventures strung together. A GM in the old days had to buy different modules and justify stitching their plots together, but with an Adventure Path the entire throughline seamlessly integrates from end to end, from the very first to the very last (usually 20th but not always) level. It's a lucrative model, as it requires significant investment from customers not just for one adventure, but for several.

A Question of Experience​

Whether or not you buy published adventures likely pivots on several factors: your prep time, your players’ interest in a campaign setting, and your experience. Game mastering is a significant investment, so if you don’t have the time, published adventures are the way to go. Your players might be deeply committed to a setting (like Greyhawk) and thus be only interested in playing in published adventures in that campaign world; conversely, they may like your homebrew so much they could be turned off playing anywhere else.

And finally, as you get more experienced, adventure writing becomes a lot easier. There’s nothing like playing a terrible adventure to motivate you to write your own. I doubt that there are many veteran GMs who have never used a commercial adventure module – I certainly have used them, for convenience (lack of time) or when one was especially useful or even famous (e.g. Against the Giants). I haven’t bought one for a long time, because I already have so many, and because there are so many free ones available. But it appears from Wizard’s catalog, and from the publications of many other publishers, that lots of people buy them.

Your Turn: Take the poll and let us know!
 

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Hussar

Legend
I voted before I read, but, I consider the freebies I pick up here and there, or bundles I've gotten from time to time, as part of my yearly "module purchases". I'm an inveterate module runner. I use them as a starting point and then flesh them out. It just saves far too much time to no do it.
 

Shiroiken

Legend
I've only purchased two adventures since 5E came out, and I've probably only purchased half a dozen since 3E. I already own hundreds of adventures from BECMI and AD&D (including many issues of Dungeon Magazine), so I feel very little need to purchase new ones. Despite the fact that I've largely been with the same group for 15 years, I still have tons of inspiration to draw upon.
 

Stormonu

NeoGrognard
I have all the 1E, 2E, and 3E modules I could get my hands on, as well as having had a subscription to Dungeon and PF's adventure path. If nothing else, they're great resources to yoink ideas or encounters from. I've run several of the 1E ones (too many to list here), a couple from 2E (very few as most are poorly written railroads) and Forge of Fury and a couple Dungeon Crawl Classics from 3E.

I have far more than I'll ever be able to run (and most are in storage), and because of that when 5E came along I restricted myself to only buying adventures I intended to actually use. That's been:

0) Mines of Phandelver (1st adventure run with 5E, used as a learning module)
1) Curse of Strahd (used for a one shot, in the castle),
2) Ghosts of Saltmarsh (run through U3 - The Final Enemy),
3) Rime of the Frostmaiden (was going to run, but another player started running it - unfortunately, the DM stopped running games)
4) Tales from the Yawning Portal (used White Plume in my Ghosts of Saltmarsh game)
5) Tomb of Annihilation (was a player in a bad run, was hoping to possibly run it for my group)
6) Tyranny of Dragons (co-running with my brother currently)
7) Shadow of the Dragon Queen (was planning to run, delayed by Tyranny)
8) Phandelver and Below (received as Christmas gift, no plans to use)
9) Dungeon of the Mad Mage (contemplating doing as a Solo game)
10) Quests from the Infinite Staircase (deciding between using its version of the Lost City or the Goodman version, and whether to run as 5E or B/X)
 

Normally I buy a couple of modules per year for the systems I GM. Most I never run as I usually do sandboxy campaigns, but use as inspiration and as examples of that the creator think an adventure in the system should look like.

But I'm currently on a Dungeon Crawl Classics high, and have bought a lot of adventure modules, since they are extremely good, zany and fun!
 


R_J_K75

Legend

Why Bother?​

Of course, it’s much easier to use a module than to make up your own adventures.
I think that is debatable depending on who you ask. Myself, I find creating my own adventures is far easier and less time consuming than reading, memorizing, creating reference notes to use at the table, for a pre-published module. Have I bought and ran pre-made adventures, sure, but I can say the ones I've bought and never used far outnumber the ones I have actually run. These days I find a simple outline with a few NPC/monster stats and some random tables is far superior to a meticulously written adventure. It just allows more flexibility to improvise when the players go off the expected path, and feels more organic for both the players and the GM. Whether it's a pre-made adventure or one I've created they never go quite as planned.
 

Micah Sweet

Level Up & OSR Enthusiast
Why do people buy commercial modules when early RPGs assumed the GM would make up the adventures?

Why Bother?​

Of course, it’s much easier to use a module than to make up your own adventures. But there’s more to it than that.

Simply put, game mastering takes time and effort. Game masters who use multiple sources requires significant demands on their time, something that is increasingly challenged by the diversification of other forms of easy entertainment. I discussed this in two different articles: Worlds of Design: The Chain of Imagination and World of Design: The Lost Art of Making Things Up

But it’s also certainly because adventures make game companies money. In many ways, making a game world out of whole cloth can be daunting to new gamers. It's just easier (and more lucrative) to buy adventures set in an established game world. This has the added bonus of causing a lot more commonality among the customer base (who can share tips and tricks with each other on how to play an adventure), and also happens to make those same game masters repeat customers as their players advance in level.

It wasn’t always like this.

The Hoi Poloi​

In the early days of Dungeons & Dragons, lack of a single campaign setting (we had both Greyhawk and Blackmoor), ever changing rules and editions, and the general inability to share them (no Internet back then!) meant games were messy affairs. Game masters made things up as they went along, customized rules as they saw fit, and largely played what could only be interpreted as a variant of D&D. And for some time, this wasn’t just the norm, it was encouraged by then parent company TSR, who wasn’t in the business of publishing adventures.

But that all changed over time. D&D became more solidified as the rules went from Original D&D to Basic/Advanced, to just one version. Along with the codification of rules came established adventures, many of them now legendary in gamers’ experience who played through them (e.g., Expedition to the Barrier Peaks, Ravenloft).

Of course, not all adventures were fully fleshed out either. Some had large gaps (both in the maps and text) where game masters were meant to customize to their liking, or roll randomly to determine what came next so players wouldn’t be able to metagame the adventure. Over time, this became much less common, to the point now that we get completely mini settings. For an example of how much has changed, see Beth’s review of Quests from the Infinite Staircase, which takes sandbox-style adventures from Basic and Advanced D&D and fleshes them out in detail.

The Art of the Module​

There’s also something to be said for the art of adventure creation. That is, there are definitely some adventures that are better than others, and those who figure out the magical mix are more likely to be bought by game masters who appreciate the effort. Or to put it another way, people who create published modules will, on average, likely be better at adventure writing than a novice, so you might choose to buy a few to learn from the best.

This trend is exemplified by Paizo, how pioneered the art of the Adventure Path. D&D’s level system ensures games take a lot of time and effort for player characters to level, which requires a lot of adventures strung together. A GM in the old days had to buy different modules and justify stitching their plots together, but with an Adventure Path the entire throughline seamlessly integrates from end to end, from the very first to the very last (usually 20th but not always) level. It's a lucrative model, as it requires significant investment from customers not just for one adventure, but for several.

A Question of Experience​

Whether or not you buy published adventures likely pivots on several factors: your prep time, your players’ interest in a campaign setting, and your experience. Game mastering is a significant investment, so if you don’t have the time, published adventures are the way to go. Your players might be deeply committed to a setting (like Greyhawk) and thus be only interested in playing in published adventures in that campaign world; conversely, they may like your homebrew so much they could be turned off playing anywhere else.

And finally, as you get more experienced, adventure writing becomes a lot easier. There’s nothing like playing a terrible adventure to motivate you to write your own. I doubt that there are many veteran GMs who have never used a commercial adventure module – I certainly have used them, for convenience (lack of time) or when one was especially useful or even famous (e.g. Against the Giants). I haven’t bought one for a long time, because I already have so many, and because there are so many free ones available. But it appears from Wizard’s catalog, and from the publications of many other publishers, that lots of people buy them.

Your Turn: Take the poll and let us know!
I only ever bought adventures to read (especially during the heady days of metaplot), for inspiration, and to pull apart so I could use individual components in my homebrew. I don't think I've ever just run one straight. IMO what you make for your table is always going to be better than what someone else makes for the masses.
 

Ath'kethin

Elder Thing
These days I run Dungeon Crawl Classics pretty much exclusively, and a big part of what I like about the game is the amazingly weird adventure modules. I also run one weekly game and one semiweekly game, with a third weekly game in development, so my prep time is at a premium, and most of the DCC modules are very easy to run with little to no prep.
 

R_J_K75

Legend
for inspiration, and to pull apart so I could use individual components
This is what I do as well, I usually browse until I find something that looks interesting and make it my own.
I don't think I've ever just run one straight.
The only one I can remember running straight through was 2E AD&D FR Stardock, and even then, I think we deviated at the end somewhat.
IMO what you make for your table is always going to be better than what someone else makes for the masses.
Case in point. I read Castle Spulzeer and remember it not being all that great of a read. Since I took the time to read it, I tried running it. It was clunky, the hooks weren't very enticing for the party, and it took quite a bit of improv to get the adventure back on track. By the end of the night, we had deviated so far from the written adventure it wasn't worth the effort.
 

Remove ads

Remove ads

Top