How to Run A Module - Running RPGs

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So you want to run an adventure module? Let's go over how I approach running a pre-written game scenario.

00:00 Intro
02:06 Initial Skim
02:23 Three Categories
04:12 Full Read
06:03 Second Reading
06:47 Pre-Game Review
07:03 Serve & Enjoy
07:11 Common Trouble Spots
07:42 Modify Maps
09:50 Adventure Hook
10:54 Make It Yours
12:38 Read Reviews
14:53 It's Your Show
16:22 Outro
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I'm legitimately concerned about the encounter on your map sample just marked "Jeff". When there's a critter named something as innocuous as Jeff with a whole corner of the dungeon to itself, you probably don't want to mess with it.

lastditch
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1:58 'I approach this [module] the same way as a pc approaches a mythos tome'

Reading fascinated from all the power and magic, getting terrified and slowly descent into utter madnes just to end up a drooling catathonic when your friends finally find you ... Yeah. I totaly know how preparing adventures feels like :D

robertnett
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Sometimes I to the campaign dungeon sometimes and others too



Edit: Had a stroke halfway through writing that, but that nonsense is funnier than my actual planned comment so I'm leaving it.

mistaecco
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I think it is so important that you are modeling a "play how you like" adaptive GM style. There are so many GMs out there that adamantly believe that modules MUST be run AS IS because REASONS. Its when the concept of "canon" goes too far.

ClutchSituation
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I have been DMing for over 10 years and with the exception of some failed 5e, I've never done much precon modules, but recently I decided to change that and my group and I are at the latter half of the dungeon on Against the Cult of the Reptile God, and it's been A-MAZING. It's a blast! You gotta read a lot, but with the right module, man does it pay off!

Sey
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A tip. Put the maps into Photoshop or similar program. Then reverse the colours so black becomes white etc. That way, all that black or blue becomes white so you can add more notes.

southron_d
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I'm one of the rare DM's that doesn't really like world building. Having a frame work for me to build off of really helps me. I let modules/settings do the heavy lifting and I add/remove things that I want.

AndrewJHayford
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When I run modules, my method is similar to yours except that I retype the modules in a word processor and print it out. I do this for a few reasons. The first is because doing so let’s me further cement the adventure in my mind, since I’m actively writing up all the things in the module.

Next it lets me better integrate it into my setting.

Third it hides the module from my group. This is to maintain a measure of trust more than anything else. They don’t realize I’m running a module, so those that would look it up can’t. Most people wouldn’t, of course, but I’ve met a few that would.

Also, I like the encounter map idea. I am definitely going to be using that.

jesternario
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I so enjoyed this video. I am currently running The Sinister Secret of Saltmarsh for my 5e group (all 5e players only of around 2years).
The 12 year old me back in 1982 ran this module verbatim putting absolutely no additional work in except reding it and my group then had a lot of fun but this time I created Saltmarsh from the ground up creating the town and it's council as NPC's and setting the tone of a medieval Cornish fishing village (the author Don Turnball says the module is basically set in Cornwall). First session of 5 hours my players role-play in the town for 5 hours before heading out to the Alchemists house right before we finish. Three of my players are Cornish, (were in Plymouth, Devon right next door) although I'm from London, and they tell me how much I've nailed the feeling of an authentic Cornish fishing town right down to the names and accents. Moral you get so much more from a module if you put some work in before hand as you say.

rowanhawklan
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Thanks again Seth. Playing COC with my chums because of your reviews.

Akiroslice
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Does anybody else have the fantasy that Seth actually has no friends and has been running Table Top Games for Decades whilst also playing as all his alter ego "players"? God that would be epic.

ThethSon
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Watching your videos is becoming like visiting a good friend.

WookieeRage
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I'm a new dm/keeper so I've run mostly modules. I love them, they help me get comfortable with the rules and give me sooo many ideas for writing my own. This guide is fantastic!

libertydensinger
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Absolutely. So many GMs play a module as though they are translating it line for line. Finished playing the Pathfinder adventure path, Mummy's Mask, with a guy who was a good GM but kept parts in the game even as he agreed that they bogged it down. I borrowed it from him and am now playing it converted into Savage Worlds for a 1920s pulp adventure with the slow bits cut out.

bryanalexander
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Don't forget Not Workable, but Let's Do It Anyway. Tomb of Horrors is an example of this, a meat grinder you run as a one shot with characters rolled specifically to experience the module without needlessly killing beloved characters. Otherwise it is just a great source for trap ideas.

matthewmcmanus
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That was a good bit of advice regarding how the module describes a room to you vs. how you should describe it to your players. I ran one module that spent a paragraph describing a room, followed by a paragraph that began, "Five giant spiders immediately attack the players when they open the door." (similar to Seth's example with the bugbears) By reading through such a module, you'll be prepared for this, and can give a very brief description of what the players see that's interrupted by a spider attack. You can then fully describe the furniture and wall hangings after the battle.

falcon
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A big time-saver is pre-roll and pre-generate random encounters - for each group playing of course. It preserves the game flow.

MrsBishopsDoggyDeliNottingham
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As someone who has contributed to the CoC wiki, thanks for the mention. The more people who know about it the better. As someone who's gone through a lot of magazine scenarios, I thought I'd throw out some of the things people trying to run them might want to watch out for and I'll give the names of specific scenarios (All of these are CoC and can be found on the Wiki BTW.) where I need to. First up, weak hooks, the scenario 'Deep Trouble' requires the players to pass a skill roll to actually realize the scenario has started. Secondly, missing information, the scenario 'White Fire', lacks key SAN costs and describes an object as cursed but never clearly specifies what that means in game terms. Thirdly and related to the second item, magazine published scenarios rarely come with full sets of maps. Good descriptions can help GMs/Keepers but in the case of the scenario 'The Bayou Ritual' (Which is otherwise a good scenario.) the author does not give the directions of key locations relative to the town making mapping difficult.

Graham-ceyk
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u r great i used yor advice to run the new dragon lance adventer it was great

Gworeldoreriverpass
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I really like your "play how you like" attitude towards the modules, i can really relate to that

raptorjesues