New Dungeons and Dragons modules suck
Posted: Tue May 25, 2021 10:10 pm
I've been playing DnD for many years and there has a been a decline in the quality of modules if you can even call them that. A module for those who don't know, is a pre made adventure that takes most of the work out of being a dungeon master. It supplies characters, stat blocks, maps, and descriptions of rooms. It basically outsources your shitty creativity for someone whos paid to be creative. Since DnD v 3.0 it seems that the modules became more and more rare to find. When you did find one, it offered mostly suggestions of what you should do for the players. I can't quite figure out if this is just lazy WOTC (Wizards of the Coast, current DnD owners) bullshit, or a planned business decision.
Starting off at the newest edition, DnD v 5.0 and the module: The rise of Tiamat This is apart of a chain of mods you can run your planers through from lvl 1 to lvl 15. It offers almost no maps, no encounters aside from just the barest mention of them, and no loot tables that I've seen. The MSRP on this fucking thing is 30 dollars and I have to do 90% of the leg work to make it a functioning module. That's not the point of modules, they're there to make it easier for the DM, not give him a fucking homework assignment for a week before game time.
Here is a module from the older 3.5 version: The Transmuter's Last Touch. As you can see even here they had to do a throw back module. This one is for lvls 1 and 2 but it's a good example of a module done right It might be a little small since I had to resize it, but you can see stat blocks, descriptions ect ect. This is better, it even has a map.
Starting off at the newest edition, DnD v 5.0 and the module: The rise of Tiamat This is apart of a chain of mods you can run your planers through from lvl 1 to lvl 15. It offers almost no maps, no encounters aside from just the barest mention of them, and no loot tables that I've seen. The MSRP on this fucking thing is 30 dollars and I have to do 90% of the leg work to make it a functioning module. That's not the point of modules, they're there to make it easier for the DM, not give him a fucking homework assignment for a week before game time.
Here is a module from the older 3.5 version: The Transmuter's Last Touch. As you can see even here they had to do a throw back module. This one is for lvls 1 and 2 but it's a good example of a module done right It might be a little small since I had to resize it, but you can see stat blocks, descriptions ect ect. This is better, it even has a map.