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Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Tuesday, July 12, 2011

Got my d30; Also a Random d30 Dungeon Oddity Table


A while back I ordered a first edition MERP boxed set, as I always wanted to play/run it, but never had the opportunity back in the day. After thumbing through the rules again for the first time in many years, I noticed that the game itself calls for a set of twenty-sided d10's. Most of you old schoolers out there are likely familiar with these dice, but I have not seen one anywhere in a number of years. The boxed set I bought second-hand came with 2 standard d20s. I presume the previous owner did not understand the games' use of the proper twenty-sided d10's and just threw in some old d20's he had laying around. An easy mistake to make. And yes, I know that MERP could easily be played by substituting other dice in lieu of the twenty-sided d10's, but call me anal. I wanted the dice the game was supposed to use.

In searching for some twenty-sided d10's I stumbled upon a site familiar to most I'm sure; http://www.gmdice.com/. They had the twenty-sided d10's available for a very low price (something like 25 cents, or maybe 50 cents each). Well, I thought this would be just as good a time as any to throw in some d30's into the order as well, since they had them available for only $1.50 each. I couldn't tell whether I was more excited to finally get myself a d30 or to get the twenty-siders I wanted!

My dice finally arrived in the mail yesterday, and I thought it would only be appropriate to make up a d30 table to celebrate the occasion.

Some folks say that the measure of "evilness" of a DM is how many save vs deaths his player has to make in a campaign, but I disagree. To me, there is nothing more thrilling than throwing out red herrings into a campaign and watching the PC's go crazy over nothing. That's where my table comes in. These are 29 random oddities that may appear in a dungeon, but have little to no impact on the PC's. Of course, you could easily use some of these to spark an adventure hook and make them actually mean something in the dungeon crawl, but if not, just roll occasionally on the table, and watch the players go nuts.

Another thought I had in making the table is the fact that often we know as DM's that dungeons are looted, restocked, looted again, and the process repeats itself, not only by the party in the campaign, but likely by many other adventurers over the years. In many entries in the table, you'll find the results of previous adventuring experiences by other adventuring parties along the way. Some examples include the soot covered hallway, which is the result of a fireball spell from a mage, or the hand hanging out of the wall as a result of a bad teleport attempt. I think these sort of oddities bring a dungeon crawl to life. So, enough rambling by me. Check out the table and enjoy.

d30 Random Dungeon Oddities Table

01. A sudden gust of wind whisks through the hall/room with a noticeablely foul odor
02. A ghostly image of a beautiful maiden passes through the walls and disappears
03. A loud, mad cackling echoes through the hall/room.
04. All torches the party are carrying flicker in and out like a strobe light for 10 seconds
05. Faint whispers echo through the hall/room
06. Shadows of 4 large humanoids appear on the walls approaching the party, but there is nothing there
07. Screams of a young woman can be heard echoing through the dungeon
08. A blue glowing orb appears in front of the party illuminating the hall/room then disappears
09. Small obsidian statue of creature with tentacled head and wings perched on a globe lies on the floor
10. The skeletal remains of an adventurer clinging to a necklace and a note which reads "For Aveyah"
11. Cultish symbol drawn in blood on the wall
12. Ritual dagger on the ground with fresh blood which never seems to dry. Even after the blood is wiped off it will reappear in minutes still wet
13. Uncovered pit trap with the remains of two adventurers imapled on its spikes
14. A group of giant rats scurries in front of the party with one carrying a gold bracelet around its neck
15. A strange fungus growing on the wall. When a PC walks near it one of its spores explodes creating a yellow gas cloud 3x3 feet. Save vs Poison or laugh hysterically for 1d6 rounds
16. A broken torture rack covered in cobwebs with the remains of a humanoid attached
17. A loose flagstone in the floor of which underneath is a small hole containing a music box
18. A messaged carved into the wall which says "Beware he who cannot be seen"
19. The remains of several giant rats scattered about all with their heads removed
20. A decayed human arm sticking out of a wall, the result of a botched teleport spell
21. A goblet with a clear liquid within resting on a table. If the liquid is consumed it makes the PC queasy, but nothing more
22. The skeletal remains of an adventurer impaled against the wall by a spear
23. The sound of a group chanting in an ancient indiscernible language echoes through the halls
24. A basilisk that has been turned to stone, probably from a reflection of his own gaze
25. Soot covers the walls, ceiling, and floor, along with the ashen remains of some humanoids
26. An open wooden chest with a leather-bound tome. If the tome is taken it will vanish and reappear in the chest
27. A broken, blood-stained altar now covered with the holy symbol of a good aligned god
28. A green slime consuming several giant rats. The slime can be easily maneuvered around by the PC's
29. One of the PC's hears a click sound as he steps on a loose flagstone, but nothing happens
30. Reroll twice and combine results

Friday, July 8, 2011

Dagger Keep Dungeon Map

This is kind of random, but I was sitting around with my sketchbook tonight and just whipped this up while I was bored. Thought I'd share with you all. Feel free to use as you like, if you like. I call it Dagger Keep Dungeon. As you can see, it starts with a ruined keep with a secret trap door which leads to the dungeons underneath the keep itself. If you're looking for an easy way to key it up for a quick adventure, I'd suggest using the AD&D/OSRIC Dungeon Creator tool over at Djeryv's Graveyard. The dungeon itself has 14 rooms.



Dreadrock Dungeon: The Rakshir Orcs

The Rakshir Orc tribe first appeared in the halls of Dreadrock some ten years ago.  They migrated from the deeper levels connecting into the vast of the underdark and slowly made their way to the oldtown area (located in level 1-1 of the dungeon) of the ruins.  The oldtown area was once home to the common dwarven citizens of Karzamir before the fall of the civilization.  Presently, the Rakshirs have managed to fortify this area of oldtown, and it has become their permanent tribal home.  The area is heavily fortified with armed orc soldiers and crude traps constructed throughout the dungeon.  The tribe itself consists of approximately 100-120 orcs, mostly males.  Their chieftain is an Orc named Ghorash who has a guard of 10 orc warriors and at least 1 orc shaman with him at all times.  The Rakshir orcs remain in a constant struggle with the Warghash Goblin tribe, and the two sides are often battling over supplies and control of their areas.  The two sides constantly raid the others's areas scavenging and stealing supplies.  In addition to the Warghash, the Rakshir are constantly working to stave off curious adventurers who frequently make their way into the dungeon, which has proven to be a drastically difficult task.  Recently the humans in Dreadrock Bluff sealed off the main entrance from the mountain in order to secure a more stable entrance they can control (via a dimension door) which is situated near their tribal holdings in the dungeon.
 
The Rakshirs have managed to accumulate a small amount of slaves (mostly kobolds, but some humans as well).  The Rakshirs use these slaves primarily to work on digging out a tunnel which will lead to the surface, allowing them to make raids into Dreadrock Bluff, and the merchants and travelers coming into the town.  The people of Dreadrock Bluff are currently unaware of this activity. 
 
The members of the Rakshir tribe have an interesting method of disposing of captured enemies and prisoners.  Located in a sub-level near their tribal quarters, is a small cavern.  Orcs will often deliver enemies, goblins, kobold slaves, and captured adventurers to this cavern where they must face the wrath of the creature they call Stone-eye.  Stone-eye is a basilisk, and the orcs manage to keep him contained by offering him the carcasses of their enemies to feast upon, as well as the remains of their own dead.  This tactic has worked thus far in keeping Stone-eye in his own lair.
 
 
GM Notes: If any PC's encounter kobolds in the dungeons, they will always be with at least 1 orc warrior (the slave master), and the kobolds will always be unarmed.  If any PC's manage to communicate with kobold slaves, they will offer to help the PC's clear out the orc tribe if they promise them their freedom afterwards.  The PC's would have to raid the orc weapon cache in the dungeon, or find some way to arm the kobolds, before they will agree to fight with the party. 

Thursday, July 7, 2011

Dreadrock Dungeon: An Introduction

Dreadrock Dungeon is a massive labyrinth of tunnels with various levels situated under, what has come to be called, Dreadrock Mountain.  The dungeon was first discovered merely 3 decades ago by chance by a party of adventurers who were fleeing a band of mercenaries in the valley.  They stumbled upon the sealed entrance, and seeking to flee and hide from their pursuers, they managed to open the passage into, what they would soon discover to be the ruins of an ancient dwarven civilization.  A millenia ago, the dwarven city of Karzamir was one of the largest dwarven civilazations in the realm.  For reasons still undetermined, the city was virtually wiped out, and the tunnels leading into the city were sealed shut.  Eventually as time passed, Karzamir was forgotten and knowledge of its existence faded in the realms.  A few historians and sages knew of the place, but after centuries it became nothing more than a place of myth and legend.
 
After the discovery of the dungeon by The Company of the Black Rose, who spent quite a few years exploring its depths and exploiting the hidden riches within, word began to spread about the newly found ruins.  People of all races, especially dwarves, came to the mountain looking for opportunities of their own.  Eventually the members of The Company of the Black Rose retired from adventuring, now rich beyond measure.  A few went back to their own homelands, while a few stayed behind, erecting a small settlement near the entrance to the dungeon.  Soon, others followed suit settling in the town now known as Dreadrock Bluff, situated along the side of the mountain.  Dreadrock Bluff is now a small town with approximately 10,000 citizens, most of which make their living by catering to the adventurers who flock to explore the riches of Dreadrock.  There are various inns and taverns in the town, most charge exorbitant prices in comparison to other towns, because of the convenience of location to the dungeon.  Various sundry shops, weapon and armor shops, smiths, sages, and temples can be found within Dreadrock Bluff's walls, all willing to help the curious adventurer, for a price of course.
 
Dreadrock Dungeon is not without its dangers of course, and many adventurers who decide to explore its depths never return.  The locals in the area simply call it "The Rock."
 
Note: Dreadrock Dungeon is a site based dungeon which can easily be incorporated into any campaign setting or world.

Sunday, February 20, 2011

From the Treasury: Mygorum's Portable Librarium


Mygorum the archmage was a rather neurotic and absent-minded wizard. Over the many years of adventuring with The Company of the Blood-Tipped Spear, he accumulated volumes upon volumes of ancient and arcane lore. As the years went by, and his memory began to fade, he found it necessary to have access to his tomes as often, and as readily as possible. Thus, he crafted the device he named Mygorum's Portable Librarium.

The minor artifact is presented as an ornate golden pyramid with bright ruby gems inset along its edges. When placed on the ground, and the proper command word spoken, the mage is transported to an extra-dimensional space within the pyramid statue. Within this space, time stops effectively for 2-12 full turns once per day.

Inside, the librarium is lined with bookshelves along its walls and a small desk and chair at its center. The tomes within contain vast and various spell books, beastiaries, and other such sundries left up to the DM to decide. The mage may make use of this time however he sees fit within the librarium (memorizing spells, researching information on how to destroy a monster, etc.) Once the mage chooses to leave the librarium and return to the prime plane, he returns exactly where he left and time immediately resumes from the point at which he entered the librarium.

Thursday, February 10, 2011

Thursday Links from the OSRsphere - Feb. 10th, 2011

Time again for some links from around the OSR blogosphere. Enjoy.

Tenkar's Tavern - Spotlight - Sacrosanct Games $1 Old School Adventures 4 OSR adventure modules on sale for $1 each.

Risus Monkey - Monkey Maps Vol. 1  A PDF file collection of RM's first 100 dungeon geomorphs.

A Character for Every Game - d12 Pages of Awesome – Dyson’s Dodecahedron Issue 2!  A great little PDF zine created by Dyson Logos. Great stuff.

The Caffeinated Symposium - My Short-Lived Conan Campaign  A great essay on crafting and running a sandbox city based campaign. While focusing on the d20 Conan RPG as the platform, the guidance can be applied to any RPG system.

Swords Against the Outer Dark - The Science is the Dice We all know Gamescience dice are the de facto dice for old schoolery. Find out why here.

Gothridge Manor - Creating an NPC Tim discusses how he goes about designing an NPC, getting them involved with the party, and developing adventure hooks around them.

Friday, February 4, 2011

My Favorite Dice

The polyhedral dice set is the gamer's talisman. These dice are the way by which we identify ourselves with our characters. They serve as the physical link to the fictitious figments of our unbridled imaginations. For most of us in the hobby, our dice become as integral to the game as we are. We wait to hear the DM utter, "roll to hit" or "give me a saving throw vs spells" so we may pick up that favorite d20, roll it between our palms, and cast it on the table as if it were some sort of ancient rune. We live for those moments, watching intently as that die rolls across the surface of the table to land on that all important number, because we know more than one character's fate has been decided by the roll of a single die.

For nearly two decades I have relied upon a single set of 7 dice, which I call affectionately "the blues" not only for their sky blue color, but also because of the many cases of the blues they have set upon me. Of course, the great times have been better than the bad with these dice.

The Blues

I've lost some along the way as gamers are wont to misplace these things. They've rolled mysteriously under a couch or fridge, only to be found and returned to me much later, either by myself, or one of my friends. These dice have stuck with me as I have stuck with them over the years, and no matter what, they always make their way back to me. Odd as it seems, it's the truth.

I recall several years back, when I had convinced myself I'd probably never play DnD again, and I donated my library of DnD material, I picked up those dice in their little black dice bag. I contemplated tossing them in with the things I was giving away, but I couldn't bring myself to do it. Instead, I tucked them neatly away in my desk drawer. Later, when I came back to the game, there they were, waiting patiently for my return.

I have recently ordered a new set of dice, sky blue with white hand-painted numbers, the dice are from Gamescience and should be arriving soon. Still, as balanced and amazing as the gamescience dice may be, I don't think they'll ever replace my "blues."

These may seem the ravings of a mad man, and maybe I am a little strange for having such an attachment to a few dice. If that is the case, then so be it. Certainly I can't be the only gamer out there who has a favorite set of dice he/she has retained over the years. I hope I'm not anyway.

Wednesday, January 26, 2011

Crypts of Aezoul Vhezian Level 1

As I mentioned earlier today, I am preparing to run my friends through an old school mega-dungeon crawl in March at our semi-annual camping trip. The dungeon is an ancient crypt buried beneath a ruined tower (originally I was going to go with a city, but have since changed my mind). The crypts hold the tombs of Aezoul Vhezian, a legendary warrior from long ago, as well as his family members and banner men. The crypts themselves will run a few levels with various monsters, traps, tricks, etc. and will eventually lead into underdark caverns far below the surface. The first level of the dungeon will be the smallest. Last night I drew a very quick sketch of that level and scanned it in to share. Now, I've got to key it and prepare some random encounters. I'm really looking forward to diving into this.


Considering this is the first dungeon I've drawn in about a decade, I didn't think it turned out too bad.

Sunday, January 23, 2011

Let's All Play in the Sandbox

When it comes to D&D people have their own opinions and ideas on what exactly constitutes "sandbox" play. Most in the OSR community cringe at the notion of "story-centric gaming." I agree with the fact that a story-centric game isn't really about the players, but more about the DM telling a story using the PC's, who are essentially never more than "along for the ride."

That said, we can all pretty much agree on the basic concept of a "sandbox" style game as one in which the players are placed into a world, of which it is the DM's responsibility to populate with interesting places and people, and allowed the free reign to go and come to various places within the world as they see fit. The players are not necessarily driven by some over-arching epic storyline, but rather by their own choices, and how the consequences of those choices effect the world around them.

In my current campaign, using 2e rules and set in the Forgotten Realms, I'm running a sandbox style game in which the PC's can come and go as they please. My role as the DM is to present them with the environment, and the places, NPCs, and creatures to populate that environment. From there, they make their own choices. The consequences of those choices have an impact on the world, but only to an extent.

Rather than railroad them into a storyline I have prepared, I present to them things which are happening around them, and allow them to make the choices on what they want to do and where they want to go. The PCs are not the center of the universe in this game. They are merely people populating a world. Will some of their actions have large consequences on the world around them? Probably at some point, yes, but at the same time, they very well could never have any significant impact on the world around them.

The biggest challenge a DM faces running a sandbox style game, in my opinion, is in preparation. I have found that, when running a sandbox game, the DM should never be under prepared, nor should he/she spend hours preparing for one particular "site" for his players to explore, because, after all, players in a sandbox game are highly unpredictable and prone to go and do things the DM would never have prepared for. Yes, this means in some cases, you're just winging it.

The best way to handle this, I've found, is to know your world. Know your setting. Know the NPCs in your world and their motives. Give your players various adventure hooks to follow, and prepare as best you can for their choices. Just as important as the choices they do make, are the choices they don't make. If there is some secret assassination attempt in the works between one noble family and another in a city, for example, and your players choose not to pursue that hook, allow the results of this assassination to continue to play out. After all, the people of your world have their own goals, and they aren't going to sit back and wait for the PCs to foil their plans.

Keep things as loose as possible. You won't always be prepared for everything, and there's no sense trying. That's the fun and beauty of DnD, or any RPG for that matter. At the same time, give your players some kind of incentive to pursue a goal or hook. Breathe life into the world around them, and they will likely react.

It's a delicate balancing act, because despite the fact that you might be running a "sandbox" style game, there is still a "story" or series of "stories" going on in the background in the world around them. But rather than one, epic spanning story in which the PC's are the hub, the "story" is simply the acts and events of the world around them, and how the PCs fit into their world. In the sandbox game, the end is not predetermined.

Here are some tips I've found that help me DM the sandbox game.

1. Prepare a handful of adventure hooks and leads for your PCs, and write down some preliminary background info for each. When they determine which to pursue, if any, expand upon the preliminary background. Let the players give you enough time to prepare, as best you can, for the lead they wish to pursue.

2. Do not game balance. The ruins outside the city are not simply going to be full of orcs or goblins just because your party is all 2nd level. If you know there to be greater basilisks roaming through the ruins, and your PCs decide to go investigate, then by goodness let them encounter the basilisks. Remember, your job as the DM is to populate an exciting world, not to formulate every challenge so they are capable of victory at every turn. PC's should know this going in if they're playing a sandbox game. Let them know that sometimes it's okay to run away.

3. Allow for consequences for the leads or hooks the party decides not to follow. In the earlier example, I mentioned the assassination attempt. If they choose not to pursue it, allow the assassination to take place, and thus the consequences of their non-actions to unfold.

4. Do not plan on too large a scale. Yes, your world lives and breathes, but keep things simple at first. Let the immediate world around your PCs unfold as it will. After all, there are plenty of hooks and plot devices that can be used in an immediate area. You may have a general idea of things that are happening 1,000 miles away in your world, but focus more on what's happening directly around your PCs. After all, this is what they will see most. If they opt to travel 1,000 miles away, then focus on the events and people of those lands. Yes, you can have a plot in the background of a nation 1,000 miles away preparing for war on the kingdoms your PCs occupy, but keep things included in that plot local to where your PCs are.

Thursday, January 20, 2011

Designing the City Campaign: Part 2

In part one of this series, I discussed some basics on creating and designing the city based campaign.  I mentioned some of the key ideas you might want to think about when developing the city for your campaign.  Now, there is something to be said about pre-made supplements, maps, and the like.  These can be great tools for establishing a city based campaign, but this series is geared more towards the home brew system, and building it all from the ground up.  Continuing on, we'll use an example of a city I've developed using some of the brainstorming processes I outlined in part one.  At this point, the city is still only a very rough idea, but in the end, the result should be a fantastic and entertaining center to begin your campaign.

So, by doing some simple brainstorming I've concluded the following facts about my city:

Crestfall:

1. Large sized wooden and stone walled city (pop. 75,000) with a vareity of friendly human races, but primarily made up of humans and halflings, with a few half-elves and even fewer elves and dwarves.
2. The city is situated on the coast line of a sea.
3. The ruler of the city is a former adventurer.  He acts as merely a figurehead.  The true power in the city rests with his council, a group composed of wealthy and influential citizens, or nobles, within the city.  All of them answer to the king of the land.
4. The city's economy revolves around its trading vessels and ports which provide repairs to traveling ships and rest for travelers, shipment warehouses for merchant companies to ship various goods from across the region abroad, and a strong fishing trade.
5. The city itself is divided up into 4 districts each separated by wooden walls and gate entrances: The docks (situated along the docks and harbors of the city), the market district (the hub of business in the city and situated in its center), the upper district (home of the city's wealthy citizens, the ruler, and his council), and the south district (most of the poor peasants occupy this area.  Wood and stone houses are squeezed tightly together along winding rutted streets.  Also, home to the city's crime element)
6. The law as it applies to adventurers: Adventurers wishing to conduct their operations within the city must register with the city hall.  Weapons are not allowed at all within the upper district, and must remain sheathed within the other districts (althouth this is rarely enforced in the south district).  Adventurers calling the city home are forced to pay a tribute to the city of 5% of their earnings.

Alright, so now that I have some very basic ideas written down, I can start developing things further.  I will start with creating a few places of interest within the city.  Note, these will be brief descriptions as examples, but the more detailed your descriptions of these key places are, the better.

Magrem's Marvels and Delights

This two-story stone structure is located within the market district of the city of Crestfall.  The wooden sign out front shows an image of a wizard riding the back of a griffin.  The shop itself lies on the first floor.  It is dark and dusty, with items and books scattered about haphazardly and in seemingly no order at all.  Old Magrem sits behind the counter at the rear of the shop, usually hunched over a tome.  His shop serves many mages, and within he has many volumes on mythical creatures and spellcraft, various recipes for potions, magical scrolls, and spell components.  Despite the dank and cluttered appearance, Magrem's Marvels and Delights is one of the most popular shops for sorcerers in the land.  Magrem himself is a retired adventurer of older years.  He lives on the second floor above his shop.  It is rumored that he has a vast assortment of magical items in his personal possession and he keeps his apartment heavily warded.  Some say he has a transdimensional door which allows him to travel to various places in the land although these destinations are known only to Magrem himself.


The Harpy's Haven Inn

Located in the Docks District, the Harpy's Haven Inn serves many travelers and merchants entering the harbors of Crestfall.  The large, two story wooden structure is dimly lit and usually smoke filled.  The common room holds a large fireplace in its back corner.  Patrons enjoy a fine assortment of fish and other creatures of the sea prepared in various sauces with a fine assortment of ales and wines to choose from.  The inn is owned by one Esmelra Ravenpeake.  She is a tall, brunette beauty of middle years.  In addition to the fine meals, patrons are also offered the services of the inns many prostitutes at a fairly reasonable price. Because of the crowd it usually draws, the inn is usually guarded by four large human bouncers.  They are watchful of the patrons and protective of the prostitutes within.  Any abuse is not tolerated and those causing disturbances are quickly thrown out.  It is rumored that Esmelra is actually leader of the secretive thieve's guild although the city council has never been able to prove it.  Some say that behind the stones of her fireplace there is a secret entrance to a hidden area in the inn's basement said to be the meeting place of the ranking members of the guild.

These are two examples of important places within the city.  Once you start developing these locales, you'll find they provide nearly endless possibilities for adventure hooks.  In the next part, I'll focus on some of the more notable NPC's of my city and their influence within.  In the future I'll discuss the guilds and organizations, creating a map for the city, and fleshing out adventure hooks to get a campaign started.

Wednesday, January 19, 2011

Modules vs. Home Brew

Beedo, over at Dreams in the Lich House (a great blog by the way), posted an interesting defense of module use and how it sort of works to establish a sense of unity in the RPG community, particularly the OSR niche.  He points to his recent foray into the Death Frost Doom module as an example.  In a campaign journal post summarizing his play through the module, he received comments from numerous people, talking about their own experiences with it.  He makes a good point, especially when discussing how gamers can spark up a conversation about running through their old favorites from way back.  His contention being that it gives the community a shared set of experiences in telling their own "war stories" about slogging through these modules and trying to survive. 
 
I personally have only ever played through, and DM'd, a few modules.  When I first started gaming some 15+ years ago, we started with 1e.  I recall DMing Shrine of the Kua Toa with my best friend as part of an underdark campaign I was running with him.  I took liberty with some of the story, and tried to make it fit in with my overall campaign, incorporating aspects and NPC's that weren't in the module itself.  I think most DM's do this with modules, and they are always suited for it because of how they can be used in just about any campaign.  Safe to say that although Shrine isn't the greatest module out there, we still had a great time with it.
 
These old modules have a particular appeal to old school gamers because of how brutally dangerous many of them were.  Modern gamers look at a character's death as a tragedy beyond measure.  Old school gamers understand that merely surviving a few dungeon crawls was a feat unto itself, and one to be proud of.  To have the same character, and run him/her through module after module, and survive, was something to be proud of indeed (if the DM ran the module correctly and didn't cater to the player.) 
 
While modules can provide fun challenges for players, I've always leaned more towards the home brew campaign.  In fact, I haven't used or ran a module in over a decade.  That is not to say there is anything wrong with it.  I just love to use D&D as a creative outlet and design my own adventures.  And I'm not saying that DMs that use modules aren't creative.  Far from it.  I think anyone who entertains this hobby has a big creative streak.  For me, designing a home brew campaign gives me a chance to get the players more personally involved in their characters and the game itself.  By designing my own adventures, I can fit the pieces of the overall campaign better.  But rather than focus on "telling a story" I focus on building the living and breathing world around the players.  There are things happening all over the land, and how they interact with these events ultimately dictates how certain things happen in the world around them.   This gives me the liberty to run a sandbox style game by giving the players the choice to interact with different facets of the world. 
 
Still yet, just because you run a home brew campaign, doesn't mean you can't throw in a module every now and again.  Sometimes one has to be wary of the consequences however.  For example, in Beedo's run through Death Frost Doom, the players made a deal with a vampire and unleashed an undead horde onto the land.  Safe to say that this will have a very significant effect on the future of their world.  On occasion, modules can have this type of impact on your campaign, and thus there is the danger of running some of them in a home brew game, especially if that wasn't really what you had planned in terms of the world you've created for these characters to explore.  Beedo, of course, was fully aware of the consequences of the module he was running although the outcome may have been a bit unexpected.
 
In sum, I must say I agree with Beedo's assessment particularly in how these newer modules built around old school gaming like Death Frost Doom give the OSR a chance to grow through shared experiences.  And there is no reason why these modules can't be incorporated easily into a home brew game.
 
So, has most of your experience as a player or DM been through modules or home brew campaigns?  Which do you prefer?  What are some of your favorite modules?