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by Mike on 15 September 2025
No.
GMs often hold a common misconception that published adventures save GMs time and effort. It's often easier and faster to build your own quick adventure in your own campaign world for one big reason — it's your world and your adventure.
But published adventures offer much beyond time savings including high production value, a story you might not otherwise come up with yourself, a shared experience with other GMs, and more thorough playtesting.
You get to decide if you're better off with a published adventure or preparing your own adventure.
Published adventures can be quite beefy. Crown of the Oathbreaker is a whopping 916 pages — making Monte Cook Games's Ptolus setting look svelte at only 674 pages. That's a lot of reading and a lot of prep. Of course, these adventures are extreme examples. Adventures by the Arcane Library are often under 20 pages and built to be easy to prep and easy to run.
But a lot of published adventures are big hefty books. A big hefty book takes time to read, digest, and prepare when you're getting ready to run it for your group. That's a lot of effort — often more effort than you put in running your own adventures which can consist of scratchy penciled notes on some index cards.
If they don't make your games easier to prepare, why use published adventures?
The quality of the materials.
Published adventures include:
Published adventures offer a tremendous value you can't get when building your own adventures. You can't commission all of that artwork or design all of those maps. Your adventure's story is probably pretty cool but not likely as deep as the one you'll find in Empire of the Ghouls. When you think about what you get for the money you spend, it's a lot compared to building your own adventures.
But there are other costs for a published adventure beyond price. It takes time to read and absorb the adventure. An initial skim-read isn't often enough to internalize what's there. You'll likely want to customize the adventure to fit what you enjoy and what works for the characters. That takes effort as well.
What about homebrew adventures? There are several advantages to running homebrew adventures:
In the end, it's up to you whether you're better off running homebrew adventures or published adventures. Find an approach you like that fits your style and your group. There's no clear winner between homebrew adventures and published adventures. Whichever way you go (and there's no reason you can't try both and even switch back and forth), ensure you're using the advantages of the path you choose.
We can dispel one myth, however. There are many advantages to running a published adventure but saving time is often not one of them.
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