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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="MaxKaladin" data-source="post: 1116440" data-attributes="member: 1196"><p>Agree. Especially the 2nd part. I find that modules either do not mesh well with my world, do not work well with my party, seem to have holes in them I need to plug, have balance problems with my world (typically way too much magic in the old days), or some combination of the above. By the time I finish doing the necessary work to make a module usable for me, I haven't saved any time over starting from scratch. </p><p></p><p>I know there are GMs out there who make good use of modules and even run them exclusively. That's fine, but then the first problem comes up. GMs are a smaller market. </p><p></p><p>In the past, I have been known to buy the occasional module, but that was either because I was running he published setting it was placed in and wanted it for the setting info published in it or because I found some particularly interesting bit of "crunch" that I liked. Usually that amounted to local maps. That's about all I've ever used modules for.</p><p></p><p>While I *might* be interested in generic _encounters_, old style generic _adventures_ wouldn't interest me. I didn't run them in the old days for the same reasons as I gave above. I also think the gaming population has changed. It used to be, back in the beginning, that modules were basically canned dungeon crawls with enough generic story to get you to the dungeon door. That doesn't really mesh what a lot of people really expect from their game these days. Generic encounters are small enough in scope to remove most of these problems.</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 1116440, member: 1196"] Agree. Especially the 2nd part. I find that modules either do not mesh well with my world, do not work well with my party, seem to have holes in them I need to plug, have balance problems with my world (typically way too much magic in the old days), or some combination of the above. By the time I finish doing the necessary work to make a module usable for me, I haven't saved any time over starting from scratch. I know there are GMs out there who make good use of modules and even run them exclusively. That's fine, but then the first problem comes up. GMs are a smaller market. In the past, I have been known to buy the occasional module, but that was either because I was running he published setting it was placed in and wanted it for the setting info published in it or because I found some particularly interesting bit of "crunch" that I liked. Usually that amounted to local maps. That's about all I've ever used modules for. While I *might* be interested in generic _encounters_, old style generic _adventures_ wouldn't interest me. I didn't run them in the old days for the same reasons as I gave above. I also think the gaming population has changed. It used to be, back in the beginning, that modules were basically canned dungeon crawls with enough generic story to get you to the dungeon door. That doesn't really mesh what a lot of people really expect from their game these days. Generic encounters are small enough in scope to remove most of these problems. [/QUOTE]
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