James G. said: From just experimenting with this it seems really clunky and I can't imagine how it speeds anything up. The selection of ready to play modules is not only limited, it's really weird... The ready to play modules are geared to GMs that are just wanting to sit down and run a game without lots of prep. The selection is limited due to the fact it takes hours (months of work) to get it setup for the marketplace because everything you see in those modules are hand placed. It is literally one or a few people building the module just like all GM's do for their games but instead of running it, they get it listed and sold on the marketplace. Every journal, every handout, every token linked to their sheets and properly setup then placed on each and every map takes time and energy. Put a game together and see what I mean. It is a very daunting task and not many people do it. James G. said: On top of that it appears finding a group of people to play with is pretty much impossible. You have to remember a few things: The ratio of players to GM's have gone from 10 or so to 1 (local game store) to 1000 or more to 1 (roll20 is international with over 1 million members and a growth rate of 1000+ a day) so most players will have to decide either to wait and keep looking, wait and complain about the lack of GMs, or become proactive and do their part in reducing the ratio by becoming a GM. With that said, I'm a GM and I'm running two live games (one is text and one is voice) and a play by post game. I would run more if I could but I have a family to take care (wife is disabled and have a housemate that is recovering from cancer surgery) and a full time job so my time is stretched to the limit right now. I would really recommend you go ahead and put a game together. Gather a small group of players and have fun. All GM's start out as players and enjoy the game so much that they wish to bring others into their world. Grab a free module, gut what you don't want or need, recruit players, and have fun.