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Page de couverture de Game Theory — Tuesday: Dungeon Modules — The Backbone of D&D

Game Theory — Tuesday: Dungeon Modules — The Backbone of D&D

Game Theory — Tuesday: Dungeon Modules — The Backbone of D&D

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Welcome to Gold Dragon Daily An AI-powered podcast by Gold Dragon Investments, helping you win the game of passive investing. This is Game Theory — Dungeon Modules What Are Dungeon Modules? • Pre-made adventures for Dungeons & Dragons • Complete scenarios with maps, encounters, NPCs, treasure, and story • Buy a module, read it, run it for your players—no need to build campaign from scratch • Cornerstone of D&D since the beginning, shaped how millions play the game The Early Days • First D&D modules published in 1970s • Gary Gygax and TSR released adventures like Palace of the Vampire Queen and Temple of the Frog • B1: In Search of the Unknown (1978) changed everything—designed for beginners with clear instructions and simple dungeon layout • Taught generation of Dungeon Masters how to run a game • B2: Keep on the Borderlands (1979) is legendary—included in countless D&D starter sets, one of most-played adventures in history • Introduced players to home base, wilderness area, and dungeon filled with humanoid tribes • Simple, flexible, replayable—still a masterclass in adventure design The Golden Age (1980s) • TSR published dozens of adventures, many became classics • Tomb of Horrors (Gary Gygax) infamous for deadly traps and punishing difficulty—not fair dungeon, meat grinder designed to kill characters, but brilliant • Every room is puzzle, survival requires careful thinking and paranoia • The Giants series (G1-G3) introduced high-level play and epic stakes—players raided strongholds of hill giants, frost giants, fire giants • Series culminated in D1-D3: Descent into the Depths of the Earth—took players into Underdark to face drow • Introduced one of D&D's most iconic villains: Lolth, Demon Queen of Spiders • Ravenloft (1983) is another landmark—gothic horror adventure set in cursed land of Barovia, ruled by vampire Strahd von Zarovich • Proved D&D could do more than dungeon crawls—could tell atmospheric, character-driven stories • Module so popular it spawned entire campaign setting Why Modules Matter • For new Dungeon Masters: training wheels—running module teaches pacing, encounter design, how to improvise when players go off-script • Learn by doing, modules give framework to work within • For experienced DMs: time-savers—building campaign from scratch takes hours (writing NPCs, drawing maps, balancing encounters) • Modules do that work for you—can run high-quality adventure without spending weeks on prep • Provide inspiration—even if you don't run module as written, can steal ideas (cool villain, clever trap, memorable location) • Modules full of content you can adapt to your own campaigns Module Structure • Most modules follow similar structure • Start with introduction that sets up premise: Why are players here? What's the goal? • Then comes adventure itself, broken into scenes or locations • Each scene has description, NPCs, monsters, traps, treasure • Module ends with conclusion and suggestions for what happens next • Good modules are flexible—give DM enough detail to run adventure but leave room for improvisation • Bad modules are railroads—force players down single path and punish creativity • Best modules balance structure with freedom Modern Modules (5th Edition) • Wizards of the Coast continued tradition with 5th Edition • Adventures like Curse of Strahd, Tomb of Annihilation, Waterdeep: Dragon Heist are modern classics • Longer and more ambitious than old TSR adventures—full campaigns that can take months to complete • Curse of Strahd: reimagining of original Ravenloft—sandbox adventure with multiple paths to victory • Players explore Barovia, gather allies, eventually confront Strahd in his castle—atmospheric, deadly, endlessly replayable • Tomb of Annihilation: love letter to old-school D&D—set in jungle peninsula of Chult, filled with dinosaurs, traps, death curse killing adventurers across world • Adventure culminates in Tomb of the Nine Gods, massive dungeon inspired by Tomb of Horrors—brutal but fair • Waterdeep: Dragon Heist: city-based adventure focused on intrigue and investigation • Players search for hidden treasure in city of Waterdeep while navigating rival factions and villain who changes depending on season • Different kind of D&D adventure, proof that modules can do more than dungeon crawls Third-Party Modules • Rise of Open Gaming License and platforms like DMs Guild led to explosion of third-party modules • Independent creators publishing high-quality adventures that rival official content • Some modules experimental, pushing boundaries of what D&D can be • Others nostalgic, recreating feel of classic TSR adventures • Third-party modules give DMs more options—if you don't like official adventures, can find something that fits your style • Want horror one-shot? Political intrigue campaign? Megadungeon that takes years to complete?...
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