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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Darrin Drader" data-source="post: 1117892" data-attributes="member: 7394"><p>Its been a while since I've been given the opportunity to help pimp Necro's adventures, but they are good. In fact, as someone who enjoys adventures quite a bit, I've been very much into Necro's adventure modules since the beginning and have so far bought every product they've released to date (thought this might change with Judge's Guild - not too much interest there at the moment). I can also say that despite their length, I've played a few, and they really do harken back to the old 1st edition adventures - but in a good way. The one thing that bugs me about the really early AD&D modules is that there would be no rhyme or reason for why a monster would be somewhere or how it would survive in that environment. While Necro has stated that the dungeon ecology is a secondary concern for them, I've found that more often than not, the fundamental questions of how a monster can exist in such an environment are answered or at least implied by the text and the way the area is set up. Also many adventures tended to have too many of the same types of challenges - all traps, all monsters, all riddles, etc. Again, I find most of Necro's adventures to be a good mix.</p><p></p><p>As for my thoughts on adventures and whether or not they sell - I know from first-hand experience that they don't sell as well as other types of products. I suspect that Necromancer continues to do well with them because they were one of the first to enter the D20 arena with adventures, and made them their specialty. Because of this, people have come to expect a certain level of quality from them and continue to purchase their products. </p><p></p><p>And for those of you thinking - "yes, but what does he get for promoting Necro's books? I mean he is a freelancer and all." The answer is nothing other than the satisfaction of recommending what I consider to be outstanding books. I currently don't have anything in the works with Necro, nor have I discussed the possibility with them (though I wouldn't be opposed to doing something for them at some point in the future when and if my schedule allows). </p><p></p><p>Also, in addition to the Rich's comments (which I don't disagree with BTW), I would also say that one thing hurting the sales of pre-written adventures are all of the free ones available online. Nearly every D20 company has at least 1 free adventure promoting their world or their products available for download on their site. Heck, I've even written 3 of these myself (1 for Dark Portal Games, 1 for Oathbound, and 1 upcoming one for the WotC website). With the reduced amount of time most adults in today's society have for gaming, short ones tend to be preferrable to lengthy ones, and free is usually better than expensive.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 1117892, member: 7394"] Its been a while since I've been given the opportunity to help pimp Necro's adventures, but they are good. In fact, as someone who enjoys adventures quite a bit, I've been very much into Necro's adventure modules since the beginning and have so far bought every product they've released to date (thought this might change with Judge's Guild - not too much interest there at the moment). I can also say that despite their length, I've played a few, and they really do harken back to the old 1st edition adventures - but in a good way. The one thing that bugs me about the really early AD&D modules is that there would be no rhyme or reason for why a monster would be somewhere or how it would survive in that environment. While Necro has stated that the dungeon ecology is a secondary concern for them, I've found that more often than not, the fundamental questions of how a monster can exist in such an environment are answered or at least implied by the text and the way the area is set up. Also many adventures tended to have too many of the same types of challenges - all traps, all monsters, all riddles, etc. Again, I find most of Necro's adventures to be a good mix. As for my thoughts on adventures and whether or not they sell - I know from first-hand experience that they don't sell as well as other types of products. I suspect that Necromancer continues to do well with them because they were one of the first to enter the D20 arena with adventures, and made them their specialty. Because of this, people have come to expect a certain level of quality from them and continue to purchase their products. And for those of you thinking - "yes, but what does he get for promoting Necro's books? I mean he is a freelancer and all." The answer is nothing other than the satisfaction of recommending what I consider to be outstanding books. I currently don't have anything in the works with Necro, nor have I discussed the possibility with them (though I wouldn't be opposed to doing something for them at some point in the future when and if my schedule allows). Also, in addition to the Rich's comments (which I don't disagree with BTW), I would also say that one thing hurting the sales of pre-written adventures are all of the free ones available online. Nearly every D20 company has at least 1 free adventure promoting their world or their products available for download on their site. Heck, I've even written 3 of these myself (1 for Dark Portal Games, 1 for Oathbound, and 1 upcoming one for the WotC website). With the reduced amount of time most adults in today's society have for gaming, short ones tend to be preferrable to lengthy ones, and free is usually better than expensive. [/QUOTE]
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