

However, using a pre-written adventure can limit the player's freedom as well.

By already having an entire campaign's story plotted out, the DM has a lot less work to do tying the locations together, allowing them to focus on running a fun campaign. The overarching and interconnected plot is simultaneously the adventure's greatest strength and weakness. Related: Dungeons & Dragons: How to Build Random Encounter Tables However, because each chapter in an adventure is so tied to the overall plot, it's difficult to pluck it out and place it in a separate campaign. Each chapter of an adventure is also often equivalent to an old-school module, consisting of an entire location or dungeon that connects to the main plot. Adventures contain an introduction, multiple chapters of content, and an overarching plotline connecting everything.
