That's what I thought. Completely different cultures, for whatever reason.
One thing I'm getting from this is that ENWorld skews heavily towards GMs in terms of who buys adventures.
Absolutely not. Unquestionably. The concept of an adventure is a stretch, but any specific proper nouns associated with one, definitely not.Nobody you've played with in the history of ever has heard of Keep on the Borderlands or Against the Giants or Temple of Elemental Evil
The number of people who might grasp it to some extent would be moderate, I'd guess.or would understand what an pre-written adventure is without a thorough explanation?
The way I see it, the software is the rules, and the adventures are more like the sample songs/pictures/etc. that come with your computer.I get not using published adventures, but consider my mind blown in this instance. It's kinda like owning a computer without knowing the existence of published software because you're a programmer.
I honestly never understand the negativity about modules. Over the years, I've seen lots of people turn up their noses at modules as if it were somehow beneath them. I've never felt that way. Some of my greatest gaming experiences have come from modules. Actually, I'd take that a step farther, most of the best gaming I've run or played over the years, has come from modules.
It would be hard for me to adequately articulate how utterly bizarre the idea is to me.
The way I see it, the software is the rules, and the adventures are more like the sample songs/pictures/etc. that come with your computer.
Ever since the close of the WotC store, there has been a surprising and noted dearth in the general geographical area. The few comic book stores and such that do gaming I haven't been to in a very long time.That makes sense, because it's pretty bizarre from the this angle, too. I assume there was no FLGS in your neck of the woods?
I would say that it isn't quite that simple, though. For one thing, the amount of meaningful effort that you can put into or must put into a D&D game is a lot more variable. It's entirely possible to run something completely off the cuff with no work whatsoever (and no cost). If I could clap my hands and make a pizza appear, Domino's would be out of business. And yet, I can clap my hands and make an rpg session appear, and Paizo is still ticking.It's not that odd, really. I can create a pizza from scratch or order from Domino's. Put together my own PC or buy an ASUS. Create my own adventures or run one out of Dungeon mag. The former is more personal and gets you exactly what you want, but takes some time and effort. The latter is easier, though you're limited to what the creator gives you. There's pros and cons both ways.
I would say that it isn't quite that simple, though. For one thing, the amount of meaningful effort that you can put into or must put into a D&D game is a lot more variable. It's entirely possible to run something completely off the cuff with no work whatsoever (and no cost). If I could clap my hands and make a pizza appear, Domino's would be out of business. And yet, I can clap my hands and make an rpg session appear, and Paizo is still ticking.
Moreover, there's also a cost to "eating out" both financially and timewise, which also translates to D&D. I'd find it much more difficult and time-consuming to check a book to see what the treasure is or what the name of some NPC is, as opposed to just making it up. Honestly, I don't know how having such a book would even be helpful. It's a completely different philosophy from what I'm doing.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.