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How Do I read modules contents that I purchased?

I recently purchased the Kobold Press Monsters & Adventure MegaBundle, Which seems great... my issue is... do I have to create a game with the module for every module? I would like to read through everything I bought so that I can plan out everything before I start building the world and I'm not sure if there's an area I'm missing. 
On the dropdown menus on Roll20 webpage, go to Tools->Compendium. I believe you should be able to see your marketplace purchases there, and read them without creating a game.
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Roll20 conversions nominally can consist of multiple parts: The compendium (accessible via Tools->Compendium, or the compendium tab of the sidebar) of a converted book normally contains the content that is not related to the adventure itself (like the class options, races, magic items, etc). Though they also most often contain the actual monsters. The modules and/or addons contain the content of the adventures itself like the maps, description of the adventure, npc's and monsters. And indeed to access this content you need to create a game. For Art like NPC pictures and tokens quite often an artset is supplied that can be accessed from the art library. The fact that you need to create a game to access a module has led to the following way of working: - For each module and addon i buy i create an out of the box game with the name "OOTB <module/addon name>" . These games i use to read and access the adventures. I never change anything in these games. - Own adventures are also prepared in a separate game per adventure. - Games are played in 'play games' - Maps and monsters that are needed during play are copied in using the Transmogrifier. - Games are cleaned regularly to keep them small (and thus quick and responsive - even though that might not be needed as much due to current lazy loading) This way of working started as making a virtue out of a necessity, current upside is that this now allows me to improvise and prepare very quickly. I agree it would be nice to be able to access module/addon content without the need to create games. The Kobold Press Monsters & Adventure MegaBundle is such a wealth of adventures and one-shots that even I did not create all OOTB Games yet...
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Martijn has hit the nail on the head. I make a [Ref] Name of Game for each module. For those wondering why this is set up, it is to control gm/player divide. For a while, Ghosts of Saltmarsh was not set up this way, and players in games where that compendium was shared could read adventure notes. They are set up now so that classes, non-unique monsters, spells and so forth can be accessed by players,but adventure content is only in a game created by the module. For those looking for a way to increase accessibility by their players, here is a copy/paste from the   Tips n Tricks  thread: Advanced Compendium Sharing Currently, game creators are able to share their compendium purchases within their games with a set number of players via  Compendium Sharing . This is great, but the in-game Compendium does not give quite the same experience as reading through the book section by section, like the creator can do in the external Compendium. This trick improves the in-game experience, and can even help users find specific information if they know where it is in the print edition, but are having trouble using the in-game find function. This tip uses D&D 5e as an example, but should work for any game system with a compendium page. Step 1 Go to the 5e Compendium page. Select the content and copy.  You may get too much, but you can delete whatever you don't want in the next step. Step 2 Launch your game, create a handout and paste your copied material.  You should see a reasonably similar result to the Compendium page. You probably have links to things you don't own there, but you can delete those. If you click on them, they will take you to the marketplace page for purchase, same as if you had done it externally. Save. Step 3 If you want your players to have access to the material, share the handout with them.  They can only access things that you have shared in the game, according to your sharing choices. For this reason, you may want to exclude modules, monster books, etc. Season to your liking and comfort level. If you leave in a link to a module and you have personal access, it should still work, but players will not be able to open it. For instance, I own the  Guildmaster's Guide to Ravnica , but don't want to use it in my regular vanilla game. Ravnica material won't appear in the Compendium Sidebar, and players cannot open the book link in the handout, but I can do it normally. In short, this tip makes the shared content more accessible and readable, but does not change the rules for Compendium Sharing. Screen shots Base Handout: Linked page from clicking on link in book (this is a DMG page): Marketplace page from unowned or unshared book (tried to open the Monster Manual from my  Dummy Account  in an unshared campaign): Bonus tip:  If you want to share  part  of a book, you can click on any book in the external compendium and make a handout from its table of contents page. You can then delete table of contents links to any sections you do not want players to have access to. for these cases, you will probably want to remove the full book link from your base handout. Note that this will not keep your players from seeing any cross-linked content. Example (Eberron handout with campaign and character creation links, but none of the adventure running sections):
WOW, thanks for the quick and amazing responses! it makes sense to keep things light and I also have a {Main}NameOfGame so it's great to know that was a good move.  Also thanks Keith I Did not know I could copy pages as handouts, That's a Great Idea