Henry
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Joshua Dyal said:...So, although I'd agree to a certain extent with what the posters here have said, the market seems to disagree quite firmly -- setting is incredibly important to a roleplaying game in order for it to maintain sales. The current situation, with the profligeration of d20 settings and games has so far not settled down into a predictable market pattern.
While I certainly agree there is a large market for heavy-setting adventures, It has been stated (by market research done by WotC Prior to the year 2000) that the RPG market of the time was nowhere near as large as it was back in the early to mid 1980's. Heavy-setting adventures were playing to vastly reduced crowds, and getting the majority of those crowds. It says more about the way the market segment shifted in those 10 years (from approximately 1990 to 1999) than it does about the tastes of the majority of gamers. Modules like "For Duty and Deity" and supplements like "Volo's guide to Waterdeep" weren't exactly picking up new gamers at the time.
However, the point I still make is valid...if modules without setting or story or much of anything except some monsters in rooms are so great because it allows DMs to make up there own stuff, why not just have the DM make the whole thing up and not mess around with this farce of producing modules? Because there's a dearth of mechanics out there? Balderdash! There's more mechanics than anyone can possibly absorb out there, even without new mechanics in modules. I doubt, although I don't have any of them, that modules with a "1st edition feel" are truly like 1st edition modules in many ways, because I think the market has moved beyond them except in terms of nostalgia.
The same point could be made about heavy-setting adventures - for me, atmosphere is rather (obscenely) easy to create, and in fact preferred, since my campaign's atmosphere will differ from yours - but I have a harder time setting up a really intricate mystery-plot, or a really crafty challenge for PC's to overcome. For me, older modules offered that, while "newer" ones did not.
I for one, do not wish to DM the Forgotten Realms; I do not wish tons of setting references that I will have to change and use differently. It is one thing to not want to use a pit trap that makes clever use of reverse gravity spells and acid baths, or to not use a complex interaction between a Generic Cleric and his generic minions, and the Generic Town he is hiding in as a respectable advisor to the Generic King. It is quite another thing to only change the Names and Gods involved, and the Players STILL recognize Faerun or Krynn beneath all those thinly-veiled name changes, because of the detail the setting is oozing.
My point is that both settings are valid, and "1st edition feel" has such a viable market of players behind it, it would be foolish for a company such as Necromancer Games not to take advantage of it. Clark Petersen defnitely has the right idea in how the company is headed, and how is does not intimately link their Modules to his or Bill's home campaigns, but rather provide DM's with original and memorable challenges to introduce to their players, in their own settings.
You mileage will and obviously does vary from mine. There is a definite market for both types of settings, which is proven by the wild success of D&D and its generic modules, and the modest yet quite vocal success of Hackmaster, as well as the continued health and success of White Wolf's settings.