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What are your favorite pre-written adventures anon?

Any good superhero ones? Only ones I know of are the only Marvel modules that expected you to play as existing heroes (I've got no idea why someone published an RPG so repulsed by the idea of using custom characters) and Emerald City Knights.



There are several modules for Mutants & Masterminds 2e, but few for 3e. The 3e core book deluxe edition does have two adventures built in (one somewhat serious, one with monkey sorcerers from a parallel earth. I recommend the latter)



Yeah, but which ones are good.



>What are your favorite pre-written adventures anon?

Hoard of the Dragon Queen, for pure comedy value.

<expecting level 1 characters to go into town attacked by a dragon

<saving flour while town is being destroyed by dragon faggots

<"Whoops, your players failed to find exact solution for this problem that we intended, skip this chapter"

<you are expected to pay $30 for this



Sounds like some The Forest Oracle tier shit



My players joined the Dragon Cult, bringing the head of the first major NPC they encountered as tribute.

...I should have known, really.


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>What are your favorite pre-written adventures anon?

Now that you mention it, in all my years of playing RPGs, I don't think I've ever used a pre-written adventure. I ran a few for a convention one time, but my group has always been in favor of making our own shit. I just never saw the appeal.

For those of you who have and/or do use pre-written adventures, what's good about it? Why do you do it?



even if you like to make your own, premade adventures provide a strong idea of appropriate combat balance, map and scenario design, and treasure distribution. I recommend all new GMs start with a premade just to get a feel for that balance.



As a GM with a life outside of the game, it is nice to have something structured to work off of. GMing can be a lot of work, especially for a game like D&D


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After running just my own stuff forever, I've found that there are certain scenarios I enjoy as a DM that I keep, sometimes even unconsciously, coming back to. Not to the point where the players have called me out on it, just personally looking back over the years and thinking man, I must really like necropolises. Running a module every once in a while hopefully mixes it up enough to where the things that I enjoy throwing into games aren't becoming overused crutches.


YouTube embed. Click thumbnail to play.

I have some one-shot modules ready for when someone can't attend. One-shot allows for unusual campaigns. Did one on video related.




The meme of Tucker's kobolds exists for a reason: Make enemies act dumb and balance doesn't matter. Make them fight smart and recommended XP cost and CR means jack shit.


I feel like this makes some sense, but some pre-written campaigns are fairly lengthy and running them appropriately seems like it would require investing a not insignificant amount of time into learning most of the storyline so you can run it well.

Also, it's pretty easy to overinvest in planning and end up frustrated. The old joke about players derailing an intricately laid out plotline rings so true for a reason. It's entirely possible to run a far looser game and still have all the fun and twists that you wanted to get from a big, glorious epic campaign.


That's not a bad point. I suppose pre-written adventures have the benefit of giving you a peek into the mind of another GM which can make you run a game in ways you wouldn't usually lean towards.



>It's entirely possible to run a far looser game and still have all the fun and twists that you wanted to get from a big, glorious epic

You know, the more I GM the more I've come to realize that a lot of players have a very low bar for what they find entertaining. Maybe it's because everything seems so mysterious and unknown on their side, or maybe it's because they don't have to do nearly as much work. Either way, most players are happy just to show up as long as you consistently run a good not bad game.

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