30 Days of GMing
While I’ve sung the praises of modules before, I’ve run precious few of them. In fact, I think I’ve completed a total of one in my twenty years as a GM. I blame getting my start as a Larper, where there are no modules and everyone is a snob (myself included). Still, it’s something I’ve been thinking about.
Adventure modules have been a mainstay of roleplaying games since the beginning, but often get the short end of the stick. An important part of any system’s business plan, they allow designers to expand on and create ready to run adventures in a setting, and give the company a means of income that doesn’t rely on producing more sourcebooks (and thus more rules). But almost none of the groups I’ve played with use them, and I get the sense that’s more and more often the case. People are creating their own adventures, which is awesome, but I think there’s a lot of merit to modules. Read more