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Are your adventures selling? If not lets figure out why.
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<blockquote data-quote="Hussar" data-source="post: 2898863" data-attributes="member: 22779"><p>IMO, the modules that seem to do fairly well, like Freeport for example, are more along the lines of mini or even full campaigns.</p><p></p><p>This is a trend I hope continues actually. I like the idea of self-contained campaigns. Instead of having to buy four or five supplement books and THEN start writing adventures for a given setting, I would much prefer to buy two or three modules (or one honking big one) and start right off.</p><p></p><p>I don't have the time or energy to develop a 12 adventure story arc like Shackled City, nor could I possibly find the time to write The World's Largest Dungeon. I love the fact that I can go out, buy either book and run a campaign for the next two years.</p><p></p><p>I'm actually really (selfishly) hoping that more of these hit the shelves.</p><p></p><p>And, I agree with RFisher that the day of the 32 page module with the map on the inside of the cover is done. Given the capabilities these days of desk top publishing and the internet, why should modules be pretty much exactly the same today as they were in 1984. X numbered encounters, box text to read out loud, two or maybe three maps. </p><p></p><p>IMO, to make modules more attractive, they need to be more of a site based mini-campaign than a straight up Go here, Kill this, Get that treasure.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2898863, member: 22779"] IMO, the modules that seem to do fairly well, like Freeport for example, are more along the lines of mini or even full campaigns. This is a trend I hope continues actually. I like the idea of self-contained campaigns. Instead of having to buy four or five supplement books and THEN start writing adventures for a given setting, I would much prefer to buy two or three modules (or one honking big one) and start right off. I don't have the time or energy to develop a 12 adventure story arc like Shackled City, nor could I possibly find the time to write The World's Largest Dungeon. I love the fact that I can go out, buy either book and run a campaign for the next two years. I'm actually really (selfishly) hoping that more of these hit the shelves. And, I agree with RFisher that the day of the 32 page module with the map on the inside of the cover is done. Given the capabilities these days of desk top publishing and the internet, why should modules be pretty much exactly the same today as they were in 1984. X numbered encounters, box text to read out loud, two or maybe three maps. IMO, to make modules more attractive, they need to be more of a site based mini-campaign than a straight up Go here, Kill this, Get that treasure. [/QUOTE]
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