Psion
Adventurer
Orcus said:W Also, by design, our mini-campaigns have to cover about 4 to 5 levels worth of advancement. That gives you bang for your buck.
Speaking for myself, that is too much. Related to your point 1 below, sure, give me something I couldn't do myself. But I find that the more levels an adventure takes up, the harder it is to fit into an ongoing campaign. If my players are 5th, and I have something planned at 7th, an adventure for levels 5-10 is not going to do it too me.
Similarly, even if I like an adventure, I find adventures that last too long in one mode cramp my style. After running an adventure for a while, I like a change of pace. For that reason and adventure needs to one or more of
a) short (2 or 3 sessions)
b) have variety
c) have exit avenues.
Accordingly, I think that large adventures that don't provide avenues for you to sidetrack or exit the adventure (the 2e adventure Night Below was particularly reprehensible in this manner) are no-sales for me.
FWIW, I think for a sizeable adventure, VoLK is pretty good on this score. It is sizable, but gives you options and makes it easy to step out or run other adventures.
1. Too short. The old paradigm of 16 to 32 pages just isnt enough for the modern purchaser. They say, heck I could do that myself. At 32 pages, that may be true. At 96 pages, I dont know about that.
Again, speaking for myself, for reasons cited above, I have become increasingly hesitant of large adventures. I know this is not universal, but I think as more GMs experience not getting all that they thought they would out of a long adventure, their buying habits will press in that direction.
5. Dungeon Magazine. Basically, you have to justify to the consumer why they should spend 8 bucks for your module when they could get 3-4 adventures from Dungeon for 6 bucks. That is a killer. If you as a company cant answer that question, you are dead making adventures. Most companies failed to answer that question.
Just so. Lots of people make the argument that dungeon is a better value. I have never found that to be particularly compelling, in part based on some NG adventures. With store-purchased adventures, I know what I am getting and can make the buying decision that corresponds to my style and current needs. With Dungeon, it's a bit more of a grab bag. Sure, one adventure may be good, but you also pay for 2 or 3 adventures you can't use. Since they moved to a smaller format, it's more like 1-3 adventures that you may or may not be able to use.
Foolishness of series modules. This is another problem. It comes about for a number of reasons. (1) publsierhs want to get a module out the door so they do "Part 1" while they finish part 2. But this leads to problems. It closes the door on the person from getting directly into part 2 unless they have part 1. customers hate that.
Too true.