3 Reasons to Run Published Adventures
For the JBE “office” game, I run Tales of the Yawning Portal for the group. I mean, I can’t run anything that we ourselves published because we know each adventure so well. And honestly, who can pass up a collection of classic adventures. Last week, we finished up the first adventure, the Sunless Citadel, and it reminded me why I love running published adventures these days.
A little background: I use to never run published adventures. The first campaign I GMed was Exalted 1e. There was exactly 1 adventure for that entire edition. Not only that, I was able to make the campaign based in what characters the players made. I was 30 before I ran my first published adventure, and I don’t see myself going back to that anytime soon.
So if you create your own campaign, here are some reasons why you might want to consider checking out published adventures.
1) They Save Time
Oh my goodness do published adventures save time. The last campaign I ran that I created myself, I ran it on a Sunday, and I spent my entire Saturday prepping for it. I’d stat out every possible NPC they’d meet, even if it was only for a quick conversation because “you never knew what the PC’s were going to do.” I wrote mounds and mounds of read aloud text I never used. I’d read over source books in case they went off in some other direction I had not planned for or looking for some awesome treasure for them to get their hands on or … The list goes on.
When did I start prepping last week’s session? 20 minutes before we started. I don’t recommend doing that, but I was running late and work ate into my prep time. That right there is one of the biggest reasons why I use published adventures these days: because I no longer have the time to create an adventure for a specific group. The thing was, I still ran a good game. It would have been better if I had spent even an hour on it, but for such a short prep time, it was good.
Having said that, I still made the game unique. I rewrote the entire beginning. I added NPCs to the town. I created my own twists and turns. All of these modifications did take time—more than last week’s 20 min prep—but far less than the full day each session use to require. On the whole, I can run a great game at a fraction of the time required.
2) More Focused Characters
As any GM knows, players can do anything at any time. That is one of the things that make running a campaign so difficult—you have to be prepared for anything at any time. When I created my own campaign, I designed the adventures around the characters. Yet when I run a published campaign, the players make their characters around the adventures. Who is reacting to whom is reversed.
Think if it like this, if you let the players make whatever they want from any available source book, they will make characters that have little if anything to do with each other. Give them some direction and they will make characters around those ideas. Tell them you are running a specific campaign and they will make characters that fit that specific theme.
By giving them direction, you are channelling their creativity not hindering it, and you will get far less of the “the PCs can go any direction” that I talked about in the point above. A group where the players make characters without direction can result in an out of place character: three heroes, and a thief that wants nothing but violence and money, as an example. Then as the GM it is your job to figure a way to make them work together. Instead if you tell the players you are running a campaign where isolated villages are being attacked and you’re helping them, like in our adventures Deadly Delves: Along Came a Spider and Rescue from Trykaven (available for Pathfinder and 5e), then the players will all be thinking about how the character they want to play fits in the adventure.
3) You’re Creating a Shared Experience
By running a published adventure, you are giving your fellow gamers an experience that they can talk about with their fellow gamers that other gamers can bond over. Look at it another way: adventures are stories. One crafted for a specific group is the campfire story while the published adventure is the novel or movie. How many times have each of us bonded with someone we just met while talking about a Marvel movie? The campfire stories, the only way I have found to bond with someone about that is to repeat that same story; bumping into someone that knows that exact same story has yet to happen for me.
So when we go to conventions, having played a published adventure is giving us something in common with someone we never met before. That is another opportunity to make friends and play new campaigns.
So do you prefer to run your own campaigns or do you run published adventures? Leave your thoughts in the comments below.
Looking for some awesome adventure? Our Deadly Delves line of adventures provides you with game sessions that your players will remember. On top of that, they are designed for busy GMs like you and me. Download our 5e, 13th Age, and Pathfinder adventures at the JBE Shop today.