Neonchameleon
Legend
Ok, first off I wasn't addressing anything you said, so not sure what you saying or not saying has to do with the phrase of mine you quoted...
Second, not sure how the fact that GM material is transferable (what does this even mean?) has any bearing on what I am saying since technically you only need one PHB for an entire group if everyone is willing to share. Does the fact I presented prove there are more players than DM's... no, but the fact that DM materials sell magnitudes less than player materials does support the assumption that there are less DM's than players...
The point I was making was that even DMs don't always buy DM Stuff. We've probably read almost all of the non-system specific advice somewhere else, and there is limited advice that is system specific. The 4E DMG2 is an excellent book - but most DMs I know simply don't own it. Why would they? I'm not sure when one of the regular DMs at my table last bought an RPG book, period. And in a group of five, three of whom DM, none of us are buying the 5E DMG.
To me, it seems like a very mainsteam mid-to-late-80s through 90s style of play, that I think was especially mainstream during the 2nd ed AD&D era.
That's my take as well. And it's not a style I'm at all fond of.
Because I use a lot of modules, I have views on what makes for a good one. A good module presents interesting situations (in D&D this means interesting locations and antagonists that are both thematically and mechanically interesting). And it should be reasonably easy to strip these situations off the module-writer's chassis (which almost inevitably will assume some sort of plot sequence) and re-arrange or re-deploy them as makes sense for the game actually being played.
A module that I think is pretty good for this is OA7 Test of the Samurai. Another is B10 Night's Dark Terror. A module that I think is not very good for this is Dead Gods. Another is Expedition to the Demonweb Pits.
More traditional (early AD&D) dungeon modules can be OK for this provided it is feasible to turn them from an exploration focus to a more pithy encounter focus. I think I achieved this with G2 in my 4e game. I don't think G1 and G3 would lend themselves to it in the same way, though, as they have too much traditional dungeon-crawling/cleansing in their lower levels.
Used in this way I don't think that modules have to be the RPG equivaent of microwave dinners.
Oh, indeed. You're effectively buying pre-prepared items, sorting them, and then using them. It's how I use modules as well.