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I can count on one hand the number of modules I ran between when I started with the red box in 1985 and when I finished my last big campaign in 2005 or so. In between, as I played 3.5, I had lots of stops and starts, mostly fueled by a failure to keep up with the work of preparing games.
About the same time I switched to PFRPG, I started using modules more and more. Even though I am from the "middle school" (I started with the Red Box) I have some "old school" sensibilities, so I used primarily DCCs from Goodman Games and some Necromancer Modules. I also subscribed for Kingmaker, and made use of bits and pieces of that. Over time, I mutated from a "home brew" GM to a module GM, including using Monte Cook's Dungeon-a-Day for my store game and now seriously considering using Jade Regent for the new home game.
And I, as GM, am having more fun. Letting someone else do all the creation allows me to be more creative. Not only does it free up time to write and do other things, it allows me to put more effort into actually prepping for play and making the modules come alive. It's funny -- I always scoffed at modules as a lazy GM's way out. Maybe I've just gotten lazy?
I still love to create adventures, but for games I find it easier to run on the fly. I recently ran a weekend long mega-adventure/mini-campaign using Mutant Future. I sketched the entire thing out in a half dozen pages of notebook paper, maps included, and jotted down some stats and went to town. We had a blast. I don't feel I could pull that off with Pathfinder (or 3.5 or 3.0, for that matter). And that's okay. I have my old books and my retro-clones for seat-of-my-pants gaming. For long term, solid gameplay, I have PFRPG and modules.
Now I have to decide whether to run an episodic game or an AP...

Alex the Rogue |

What a difference truly good adventures make. I remember when my gaming group as a whole looked down our noses at what we called "adventure-in-a-can". Now, it's what we play.
I am an old school gamer and have ran both styles of games. When I was a kid and had all day to write a home brew, it was great. Now, work and family that is not possible. So, my group does both and it works out for us. Running games on the fly can be a lot of fun, but you have to do some prep.

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I very much enjoyed (and still do) writing and running my own campaigns. However, with family, work and other things, time is at a premium. When RotRL came out, it blew me away and I knew this was something so save time and still play a great game.
The module (whether AP or stand alone) takes the heavy lifting away from me so I can concentrate on making the game memorable. Sometimes I still run my own, usually in tandem with some modules, so I can get ahead in writing.

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Dungeon magazine was the very first D&D related product I ever bought.
I've never understood the attitude that modules are for lazy GMs, or uncreative ones. A module or AP provides the skeleton around which a creative GM can tailor his game for the players. Remove XP tracking, or move to the slow track and you can throw in as many home made quests as you like.
My only dissapointment is there are no other module creators with the standard of quality that Paizo has. That way there could be APs for me to play rather than always run :-D