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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Grimstaff" data-source="post: 2666696" data-attributes="member: 34880"><p>As a DM, I cant really get my head around the opinion expressed by a few people that they would rather have more story in their purchased modules than dungeon (or, "I dont need the details on the Star of Death, I need a plot instead"). In my opinion, story is way to intimate to each group's campaign to be purchased out of a store. Each group has different characters, alignments, motives, backgrounds, etc. Personally, I would rather spend more time myself on coming up with a story that suits my group than drawing and filling a dungeon.</p><p></p><p>But that's just my opinion. <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=";)" /> </p><p></p><p>As to the marketability of modules, as an innocent bystander, here are some interesting observations I've made:</p><p>1) When d20 was first released, tons of modules were released, from lots of companies.</p><p>2) d20 modules, btw, take a LONG time to play by and large. Two or three combats can fill up a good 4 hour session.</p><p>3) After about 18 months or so, modules stopped selling, or slowed to a trickle at least.</p><p>4) Here we are in 2005, and people are clamoring for modules again!</p><p></p><p>Am I crazy, or did it just take a long time for people to actually play all the modules they bought back when d20 got started? I mean, I talk to people who have been playing Rappan Athuk, Banewarrens, or RtToEE, for years! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> (Not to mention WLD, you guys must all have 28 Constitutions!)</p><p></p><p>If you're looking for good, short, generic, adventures, Dungeon Crawl Classics from Goodman Games are probably what you're looking for, and Necromancer is having some similar deals distributed by Kenzer coming up very shortly that look like they'll be fun too.</p></blockquote><p></p>
[QUOTE="Grimstaff, post: 2666696, member: 34880"] As a DM, I cant really get my head around the opinion expressed by a few people that they would rather have more story in their purchased modules than dungeon (or, "I dont need the details on the Star of Death, I need a plot instead"). In my opinion, story is way to intimate to each group's campaign to be purchased out of a store. Each group has different characters, alignments, motives, backgrounds, etc. Personally, I would rather spend more time myself on coming up with a story that suits my group than drawing and filling a dungeon. But that's just my opinion. ;) As to the marketability of modules, as an innocent bystander, here are some interesting observations I've made: 1) When d20 was first released, tons of modules were released, from lots of companies. 2) d20 modules, btw, take a LONG time to play by and large. Two or three combats can fill up a good 4 hour session. 3) After about 18 months or so, modules stopped selling, or slowed to a trickle at least. 4) Here we are in 2005, and people are clamoring for modules again! Am I crazy, or did it just take a long time for people to actually play all the modules they bought back when d20 got started? I mean, I talk to people who have been playing Rappan Athuk, Banewarrens, or RtToEE, for years! :p (Not to mention WLD, you guys must all have 28 Constitutions!) If you're looking for good, short, generic, adventures, Dungeon Crawl Classics from Goodman Games are probably what you're looking for, and Necromancer is having some similar deals distributed by Kenzer coming up very shortly that look like they'll be fun too. [/QUOTE]
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