First and foremost I’m a DM (or GM depending on the game I’m playing) and I spend rather a lot of time preparing adventures—both my own and those made by other companies. I am one of these D/GMs that likes to be very prepared.
I know what the weather will be like during the adventure, I’ve got all the stat blocks printed out, I’ve got detailed random encounters just in case I need them and so on.
But that’s all supplementary material. It also takes a long time to actually prepare the module and sometimes bits of it (normally, the backstory) don’t jive with my overall campaign. After all, my campaign is a personal thing that is different to every other DM’s campaign in a myriad of ways. What am I to do?
So what did Gary say?
“Become familiar with this module, then make whatever additions or changes you feel are necessary for your (emphasis Gary’s) campaign.”
—The Keep on the Borderlands (page 3), Gary Gygax
I think that this is one of the shortest of Gary’s quotes I’ve featured, but it’s one of my favourites. Even from the very beginning of the hobby the creators acknowledge the individual DM knows his campaign and players best. That statement is incredibly empowering and more importantly it gives the fledgling DM “permission” to modifying official modules by tweaking and changing things as he sees fit. I love the fact this hobby expects me as a DM to do just that so that I make my campaign is unique and not some clone of the official game.
- 6 Things I Hate About Module Preparation
- 7 Tips to Help You Prepare Modules Quicker and Better
- 7 Tips to Help You Prep Faster and Easier
Do You Mod Mods?
Do you see what I did there?
Do you modify the published adventures appearing in your campaign or do you run them pretty much as written? Let me know, in the comments below.