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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
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10 Reasons Why Adventures Don't Sell "Well"
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<blockquote data-quote="Pixie Barbarian" data-source="post: 1120555" data-attributes="member: 5562"><p>Are we talking adventure or campaign setting? I'll buy a 300 page campaign setting in a heartbeat, but to buy a 300 page adventure is just a bit much. Heck, a campaign setting doesn't even have to be a sourcebook covering a full world; books like <em>Ghostwalk</em> or <em>Freeport</em> are excellent resources that stimulate many ideas without telling you how to run your adventure. IMHO they provide a lot more bang for your buck than any adventure I've ever seen.</p><p></p><p>Of course, that doesn't explain why I never buy the shorter advenures either. So, the reasons that I shy away from adventures in general are:</p><p></p><p>1) It is much more fun to create your own story.</p><p></p><p>2) It is much more fun to create your own story (I thought that bore repeating <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ).</p><p></p><p>3) For every good adventure, there are 10 <em>really</em> crappy ones (e.g., how many times will the entrance to the cave/dungeon/keep/sewers cave in/seal/move/get blocked by a monster on the other side or generally cause the GM to make "choo choo" noises while he railroads his players into the next dungeon crawl?).</p><p></p><p>4) Even if I'm too lazy to create my own adventures, there is a ton of <em>free</em> adventure stuff online.</p><p></p><p>5) My players may already be familiar with published adventures. They won't be familiar with something I made up.</p><p></p><p>6) I can usually think of better supplements to spend my money on.</p><p></p><p>7) I usually have to change a lot of the stuff in published adventures, because I don't usually find the NPCs interesting, the motivations compelling, and the events all that entertaining. In other words, I end up making my own adventure anyway.</p></blockquote><p></p>
[QUOTE="Pixie Barbarian, post: 1120555, member: 5562"] Are we talking adventure or campaign setting? I'll buy a 300 page campaign setting in a heartbeat, but to buy a 300 page adventure is just a bit much. Heck, a campaign setting doesn't even have to be a sourcebook covering a full world; books like [i]Ghostwalk[/i] or [i]Freeport[/i] are excellent resources that stimulate many ideas without telling you how to run your adventure. IMHO they provide a lot more bang for your buck than any adventure I've ever seen. Of course, that doesn't explain why I never buy the shorter advenures either. So, the reasons that I shy away from adventures in general are: 1) It is much more fun to create your own story. 2) It is much more fun to create your own story (I thought that bore repeating :D ). 3) For every good adventure, there are 10 [i]really[/i] crappy ones (e.g., how many times will the entrance to the cave/dungeon/keep/sewers cave in/seal/move/get blocked by a monster on the other side or generally cause the GM to make "choo choo" noises while he railroads his players into the next dungeon crawl?). 4) Even if I'm too lazy to create my own adventures, there is a ton of [i]free[/i] adventure stuff online. 5) My players may already be familiar with published adventures. They won't be familiar with something I made up. 6) I can usually think of better supplements to spend my money on. 7) I usually have to change a lot of the stuff in published adventures, because I don't usually find the NPCs interesting, the motivations compelling, and the events all that entertaining. In other words, I end up making my own adventure anyway. [/QUOTE]
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