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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Faraer" data-source="post: 1116486" data-attributes="member: 6318"><p>The diversification of D&D campaign styles -- kicked off by Dragonlance, encouraged by TSR in the 90s, while 3E tried to both refocus the game and cater to a wider range of heroic fantasy than before -- is part of why modules aren't big sellers. The new focus on selling to players (one of the things, like 3E's very specific definition of 'game balance', that often gets taken for granted) also makes sales of modules and other DM-focused material seem small in comparison.</p><p></p><p>The wordcount bloat that set in in the late 80s and 90s also limits the applicability and popularity of adventures. With a little discipline, a little negative sensibility, we could have 10 T1s or G1s in the space of a typical sourcebook. Adventures where the story is what the players do, not what was preconceived by the author. Don't make the mistake of thinking they're 'dated' because the current vogue differs -- they're examples of brilliant, focused, inspiring, deliberate game design.</p><p></p><p>The shared experience of the classic D&D and AD&D modules is a sore thing to lose, and we'd better hope what's gained in return makes up for it. Scenario support is important to the health of games far beyond the money they make directly</p><p></p><p>I also think the adventure module is an excellent, and underappreciated, medium. It can tell a story while leaving the full story to play, entertain the DM once as it's read and once as it's played, and convey source material about a world or how the game is played.</p><p></p><p>A peculiarity of the question about genericness is a lot of people seem to close their eyes as soon as some work is associated with a named campaign setting, but are open to equally specific works with the 'generic' label. Adventures with all distinctiveness and strong taste pared out of them would be as much a niche market as ones explicitly specific to a world. It would also be better if modules actually represented the strengths of their nominal settings, as the adventures WotC has published for the Realms, for example, don't.</p></blockquote><p></p>
[QUOTE="Faraer, post: 1116486, member: 6318"] The diversification of D&D campaign styles -- kicked off by Dragonlance, encouraged by TSR in the 90s, while 3E tried to both refocus the game and cater to a wider range of heroic fantasy than before -- is part of why modules aren't big sellers. The new focus on selling to players (one of the things, like 3E's very specific definition of 'game balance', that often gets taken for granted) also makes sales of modules and other DM-focused material seem small in comparison. The wordcount bloat that set in in the late 80s and 90s also limits the applicability and popularity of adventures. With a little discipline, a little negative sensibility, we could have 10 T1s or G1s in the space of a typical sourcebook. Adventures where the story is what the players do, not what was preconceived by the author. Don't make the mistake of thinking they're 'dated' because the current vogue differs -- they're examples of brilliant, focused, inspiring, deliberate game design. The shared experience of the classic D&D and AD&D modules is a sore thing to lose, and we'd better hope what's gained in return makes up for it. Scenario support is important to the health of games far beyond the money they make directly I also think the adventure module is an excellent, and underappreciated, medium. It can tell a story while leaving the full story to play, entertain the DM once as it's read and once as it's played, and convey source material about a world or how the game is played. A peculiarity of the question about genericness is a lot of people seem to close their eyes as soon as some work is associated with a named campaign setting, but are open to equally specific works with the 'generic' label. Adventures with all distinctiveness and strong taste pared out of them would be as much a niche market as ones explicitly specific to a world. It would also be better if modules actually represented the strengths of their nominal settings, as the adventures WotC has published for the Realms, for example, don't. [/QUOTE]
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