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Module Use Best Practice

I am looking to purchase some of the Wizards of the Coast Adventure Modules, and have been doing some reading ahead of time to see what I should do.  As I understand it, to use a WotC Adventure Module, you need to start a new game, select that module as the module in use, and then import characters as required.  Given that the world my campaign runs in is mostly homebrew, and has a lot of recurring locations already built and set, and I want to drop things into it rather than run the campaigns "out of the box",  i) If I buy a module, can I use tokens and maps that come with it in other games from my library or do I have to start a new game using the module to access any of the content? E.g. If I buy the LMoP campaign, can I use the goblin token anywhere, or just games running that module.  ii) Is there a quick way to port existing pages from one game to another?  iii) Should I just buy the books in hard copy and set up the content manually in my existing game?
Theoretically you can use the transmogrifier to copy content in from another game, but since you need to copy an item at a time, in reality it's like pulling teeth. Why they don't allow you to copy folders is beyond me.
So no nice Wizards art tokens in my existing game then. Never mind. Cheers for the info, saves me dropping $50 on it, I can get 10 or so map packs and rebuild based on the books then.  Thanks. 
1503334353
Kirsty
Pro
Sheet Author
I have Storm King's Thunder and because it's so large I've decided to make one game the "master copy" and then use the transmogrifier to bring pages and character sheets over into another game as I need them. I don't find it that much of a hassle - it's waaaay faster than putting the maps, dynamic lighting and monsters in from the books. I speak from experience, having built Tyranny of Dragons and Princes of the Apocalypse from scratch. You can use the Wizard's tokens by bringing the character sheets into your game OR you can copy over the "token page", which has every single token in the module on it. I think that $20 on Lost Mine is well worth it for the time saved alone. In addition, if you buy an "add-on" instead of a module, you can import that into an existing game. So any of the "Tales of the Yawning Portal" adventures can be brought right into your current game with tokens, maps and handouts all set up for you.
1503366022
Andrew C
Marketplace Creator
Graham H. said: I am looking to purchase some of the Wizards of the Coast Adventure Modules, and have been doing some reading ahead of time to see what I should do.  As I understand it, to use a WotC Adventure Module, you need to start a new game, select that module as the module in use, and then import characters as required.  Given that the world my campaign runs in is mostly homebrew, and has a lot of recurring locations already built and set, and I want to drop things into it rather than run the campaigns "out of the box",  i) If I buy a module, can I use tokens and maps that come with it in other games from my library or do I have to start a new game using the module to access any of the content? E.g. If I buy the LMoP campaign, can I use the goblin token anywhere, or just games running that module.  ii) Is there a quick way to port existing pages from one game to another?  iii) Should I just buy the books in hard copy and set up the content manually in my existing game? My advice would be to have a 'running game' and a 'storage game' like Kristy is suggesting. It will be leaner so it will load faster, and you can just transmogrify a map in. If you want to 'save the map' to somewhere else for later, you can transmogrify it out to somewhere else as well so you keep your original SKT in 'mint condition'. You can transmogrify characters, and so NPCs and so on will have their tokens and portraits attached. Same for the maps. It's faster than rebuilding them and the Dynamic Lighting...
1503410757
The Aaron
Pro
API Scripter
Andrew (Halfling Gypsy) said:  If you want to 'save the map' to somewhere else for later, you can transmogrify it out to somewhere else as well so you keep your original SKT in 'mint condition'. Just to point out for our readers that don't know, you can always create a pristine SKT game later and transmogrify out of it.