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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="eryndel" data-source="post: 1117549" data-attributes="member: 13120"><p>Actually, the modules came out quite a bit after I read the novels. I do remember reading something that the novels were loosely based off of a game that Weis and Hickman were in (or maybe the main characters were once D&D characters) but I could easily be wrong on that. I am 99% certain that the mods were based on the novel.</p><p></p><p>Now, my take on modules as a whole. I agree with the author. I used to by adventures all the time, but I really don't any more. The reason is because I don't use them. I run much better games by making up my own adventures.</p><p></p><p>Back in the day, I would love to pick up the old B and X series (or later S, G, or A) [How come these are sounding like stellar classifications?]. I'd pour through them and run them with my group. This was a time when D&D was relatively new, and I didn't really know how to make up my own stuff. Dungeon design was very rough and each of these adventures would give me ideas on how to challenge my characters and to weave a good plot.</p><p></p><p>Then came a time when I'd learned it all. Well, not really, but I learned about all that a module could teach me. Later adventures just didn't teach me anything more. I let two years of Dungeon sit unread. </p><p></p><p>I think adventures sold back then because the hobby was new and it gave a great way to showcase running a scenario. The hobby doesn't need that anymore. That doesn't mean there isn't a demand for adventures, but many of us GMs have instead turned to independent creation. So take a sizeable percentage of the potential module market away because GMs are doing their own thing, another percentage who are satisfied with adventure ideas from Dungeon and like, and you don't have much of a market base left.</p><p></p><p>Just my thoughts,</p><p></p><p>Werner Hager</p></blockquote><p></p>
[QUOTE="eryndel, post: 1117549, member: 13120"] Actually, the modules came out quite a bit after I read the novels. I do remember reading something that the novels were loosely based off of a game that Weis and Hickman were in (or maybe the main characters were once D&D characters) but I could easily be wrong on that. I am 99% certain that the mods were based on the novel. Now, my take on modules as a whole. I agree with the author. I used to by adventures all the time, but I really don't any more. The reason is because I don't use them. I run much better games by making up my own adventures. Back in the day, I would love to pick up the old B and X series (or later S, G, or A) [How come these are sounding like stellar classifications?]. I'd pour through them and run them with my group. This was a time when D&D was relatively new, and I didn't really know how to make up my own stuff. Dungeon design was very rough and each of these adventures would give me ideas on how to challenge my characters and to weave a good plot. Then came a time when I'd learned it all. Well, not really, but I learned about all that a module could teach me. Later adventures just didn't teach me anything more. I let two years of Dungeon sit unread. I think adventures sold back then because the hobby was new and it gave a great way to showcase running a scenario. The hobby doesn't need that anymore. That doesn't mean there isn't a demand for adventures, but many of us GMs have instead turned to independent creation. So take a sizeable percentage of the potential module market away because GMs are doing their own thing, another percentage who are satisfied with adventure ideas from Dungeon and like, and you don't have much of a market base left. Just my thoughts, Werner Hager [/QUOTE]
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