this post was submitted on 05 Aug 2023
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Traditionally I have run mostly homebrew adventures. I've used encounters taken from commercial adventures every once in a while. The Dragonlance campaign I'm running is the first I've really tried to run a module straight.

My players aren't always going along with that idea but that's ok. I've also added some content because I wanted a special event for the character with divine powers. I plan to do the same for the knight. Due to this I created Dulsi's Dragonlance Addendum on DMs Guild.

For Spelljammer I found the process less satisfying. I had to tweak many individual encounters to match what I wanted. So running it requires looking at the adventure and looking my notes for things to override.

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[–] d20bard@ttrpg.network 1 points 1 year ago

I'm running my first module campaign ever after being in DnD since my teens. The idea used to seem so foreign to me, but trying it I find that it works well as inspiration. I end up adding a lot and chopping out huge pieces and doing substitutions.

Honestly, I think that's all modules are good for. Maybe older ones were higher quality, but the one I'm using is mostly fluff and vagaries. Suits me fine though, I know how to tune an encounter, but I've burnt through a lot of my major campaign plots already. As this one goes and characters get more involved I may discard the thing altogether.