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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Sir Whiskers" data-source="post: 1117307" data-attributes="member: 6941"><p>A couple points:</p><p></p><p>1. While I purchase the occasional adventure for ideas, if I'm running a homebrew campaign, even generic modules can be too much work to adapt. By the time I've finished, I usually have dozens of pages of notes and begin to wonder why I didn't write the adventure myself.</p><p></p><p>2. Am I the only one who remembers going through the old modules outside of an established campaign? I played through Against the Giants as a completely stand-alone adventure. Same with Desert of Desolation. Same with Descent into the Depths and the Demonweb. The GM's didn't focus on elaborate campaign worlds, intricate npc's, pc motivations, etc. Players expected the modules to be linear to a certain extent - after defeating the hill giants, *of course* we would go after the frost giants, then the fire giants, then the Underdark, and so on.</p><p>I may be wrong, but I suspect most GM's and players no longer play in that way - now characters are expected to be tied to a specific world, closely involved with npc's possessing detailed personalities and quirks. Some may see this as a sign that the hobby has "matured" (whatever that means), but it also seems to be a major problem with the entire concept of packaged adventures. The closest I've personally experienced of something similar to the old modules is RttToEE, where the module was the campaign (over a year's worth for us).</p><p></p><p>Bottom line: I don't think modules will ever have much impact if most gaming groups concentrate on their campaign worlds - they work best for one-shot adventures, or linear mini-campaigns. If true, then it would seem that the market for adventures is even smaller than we've suggested already.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1117307, member: 6941"] A couple points: 1. While I purchase the occasional adventure for ideas, if I'm running a homebrew campaign, even generic modules can be too much work to adapt. By the time I've finished, I usually have dozens of pages of notes and begin to wonder why I didn't write the adventure myself. 2. Am I the only one who remembers going through the old modules outside of an established campaign? I played through Against the Giants as a completely stand-alone adventure. Same with Desert of Desolation. Same with Descent into the Depths and the Demonweb. The GM's didn't focus on elaborate campaign worlds, intricate npc's, pc motivations, etc. Players expected the modules to be linear to a certain extent - after defeating the hill giants, *of course* we would go after the frost giants, then the fire giants, then the Underdark, and so on. I may be wrong, but I suspect most GM's and players no longer play in that way - now characters are expected to be tied to a specific world, closely involved with npc's possessing detailed personalities and quirks. Some may see this as a sign that the hobby has "matured" (whatever that means), but it also seems to be a major problem with the entire concept of packaged adventures. The closest I've personally experienced of something similar to the old modules is RttToEE, where the module was the campaign (over a year's worth for us). Bottom line: I don't think modules will ever have much impact if most gaming groups concentrate on their campaign worlds - they work best for one-shot adventures, or linear mini-campaigns. If true, then it would seem that the market for adventures is even smaller than we've suggested already. [/QUOTE]
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