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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="DocSER" data-source="post: 1118271" data-attributes="member: 7699"><p>One thing many people are overlooking is opportunity costs for developers.</p><p></p><p>I think that Orcus is right that many of the problems with the module market are caused by the lack of quality (or at least strategic thinking) involved in D20 modules. I like some of the Necromancer modules and the SL modules - though they are SL specific. They offer something a little different. </p><p></p><p>Four problems have been overlooked in much of the (warranted) praise for Orcus' reply.</p><p></p><p>1] I think it was someone with a "whiskers" name (*whickers*) that pointed out that people play DnD differently now than in 1E. People focus a lot more on role-playing and campaign development. Not all, of course, but many people do. These people are less interested in Rappan Athuk (sp?) style dungeon crawls. The result is that dungeon crawls commit the great sin Monte Cook feared - market segmentation. I like some dungeon crawls (proud owner of RA1-3) but many gamers simply don't like them.</p><p></p><p>People can and have written modules that are compatible with more role-playing but they are longer, more expensive, and (I suspect) tougher to develop.</p><p></p><p>This simply means that modules are less likely to appeal to the d20 customers than the 1E customers.</p><p></p><p>2] Companies have to consider the opportunity costs as well as the profit for a book. Sure they could invest in a module and get some return. They could even get a good return if they are lucky and skilled. However, they may be likely to make more money (with more security) if they invest the resources in a source book instead. </p><p></p><p>We have to think in relative terms (would a company give up the resources they could devote to the next collection of PrCs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> to publish a module). I think a lot of companies have concluded that the opportunity costs of modules are too high even if they can be profitable.</p><p></p><p>3] I eagerly awaited 1E modules because THEY WERE THE ONLY THINGS COMING OUT. There were no new books. They were the only option. Comparing the anticipation of 1E modules to d20 modules is problematic.</p><p></p><p>4] While it is hypoerbole to suggest that no modules come out for non-d20 game, it is true that very few modules come out for non-d20 games. Having talked to some of the WW people, they are convinced that they can not sell many WoD modules. They go *book or source book instead because that is all they can afford (again, opportunity costs play a role). </p><p></p><p>This is not a d20 problem (or some evil WotC conspiracy). This is a problem with the RPG market.</p><p></p><p>Who thinks we should have "collectible randomized" modules. I can just see it. You buy a map with numbers and then a packet that includes a randomly printed set of encounters keyed to those numbers. The rare ones have "kewl" bad guys. </p><p></p><p>Seriusly though. I blame society - but I can't blame the publishers.</p></blockquote><p></p>
[QUOTE="DocSER, post: 1118271, member: 7699"] One thing many people are overlooking is opportunity costs for developers. I think that Orcus is right that many of the problems with the module market are caused by the lack of quality (or at least strategic thinking) involved in D20 modules. I like some of the Necromancer modules and the SL modules - though they are SL specific. They offer something a little different. Four problems have been overlooked in much of the (warranted) praise for Orcus' reply. 1] I think it was someone with a "whiskers" name (*whickers*) that pointed out that people play DnD differently now than in 1E. People focus a lot more on role-playing and campaign development. Not all, of course, but many people do. These people are less interested in Rappan Athuk (sp?) style dungeon crawls. The result is that dungeon crawls commit the great sin Monte Cook feared - market segmentation. I like some dungeon crawls (proud owner of RA1-3) but many gamers simply don't like them. People can and have written modules that are compatible with more role-playing but they are longer, more expensive, and (I suspect) tougher to develop. This simply means that modules are less likely to appeal to the d20 customers than the 1E customers. 2] Companies have to consider the opportunity costs as well as the profit for a book. Sure they could invest in a module and get some return. They could even get a good return if they are lucky and skilled. However, they may be likely to make more money (with more security) if they invest the resources in a source book instead. We have to think in relative terms (would a company give up the resources they could devote to the next collection of PrCs ;) to publish a module). I think a lot of companies have concluded that the opportunity costs of modules are too high even if they can be profitable. 3] I eagerly awaited 1E modules because THEY WERE THE ONLY THINGS COMING OUT. There were no new books. They were the only option. Comparing the anticipation of 1E modules to d20 modules is problematic. 4] While it is hypoerbole to suggest that no modules come out for non-d20 game, it is true that very few modules come out for non-d20 games. Having talked to some of the WW people, they are convinced that they can not sell many WoD modules. They go *book or source book instead because that is all they can afford (again, opportunity costs play a role). This is not a d20 problem (or some evil WotC conspiracy). This is a problem with the RPG market. Who thinks we should have "collectible randomized" modules. I can just see it. You buy a map with numbers and then a packet that includes a randomly printed set of encounters keyed to those numbers. The rare ones have "kewl" bad guys. Seriusly though. I blame society - but I can't blame the publishers. [/QUOTE]
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