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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? It's out there
Running a Module
• Running module isn't as simple as reading it aloud—you need to prepare
• Read entire module before you start—understand story, NPCs, key encounters
• Take notes, highlight important details, make adventure your own
• Don't be afraid to change things—if module has boring NPC, make them interesting
• If encounter is too easy or too hard, adjust it
• If your players go off-script, improvise—module is tool, not script
Final Thoughts
• Dungeon modules are backbone of D&D
• Introduced millions of players to game, inspired countless campaigns
• Whether you're new DM looking for guidance or experienced DM looking for inspiration, modules are invaluable resource
• Best modules are more than just adventures—they're teaching tools, creative springboards, shared experiences
• Proof that D&D is game that's meant to be played, not just imagined
That's Game Theory. Subscribe if you haven't already.
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89 episodes