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Charles Ryan speaks - Fantastic Locations
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<blockquote data-quote="Byrons_Ghost" data-source="post: 2154089" data-attributes="member: 7396"><p>Personally, I would love to see more adventure modules out there. I can't remember the last time I bought a pure crunch book, probably the 3.0 WotC splats. There's enough material out there that I can make practically any sort of character I want, so I just don't need a third book on rogues. And I'm a player who <strong>likes</strong> his rogues, too.</p><p></p><p>I'm picky about my modules, though. Most of the ones that I bought came from either Monkey God or Atlas, because those companies had a lot of well-thought out modules with good flavor to them. Most of the modules I've seen out there have been generic dungeon crawls with the typical undead or demonic adversaries. After a while, that get's really old. I know, everyone in the industry wants something "unique." It makes designers beat their heads against the wall. All I'm saying is, we don't need any more mega-dungeon modules full of undead any more than we need another book on rogues.</p><p></p><p>Dungeon magazine definately falls into the generic category for me. Pretty much the only time I've bought a copy of Dungeon has been for the minigame. The modules just don't do anything for me. So I'd agree with Chris, Dungeon has the generic dungeon crawl portion of the market pretty well sewn up. I just think that there's more to the adventure market than that, and some experimentation might find some other niches out there for people to explore.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 2154089, member: 7396"] Personally, I would love to see more adventure modules out there. I can't remember the last time I bought a pure crunch book, probably the 3.0 WotC splats. There's enough material out there that I can make practically any sort of character I want, so I just don't need a third book on rogues. And I'm a player who [b]likes[/b] his rogues, too. I'm picky about my modules, though. Most of the ones that I bought came from either Monkey God or Atlas, because those companies had a lot of well-thought out modules with good flavor to them. Most of the modules I've seen out there have been generic dungeon crawls with the typical undead or demonic adversaries. After a while, that get's really old. I know, everyone in the industry wants something "unique." It makes designers beat their heads against the wall. All I'm saying is, we don't need any more mega-dungeon modules full of undead any more than we need another book on rogues. Dungeon magazine definately falls into the generic category for me. Pretty much the only time I've bought a copy of Dungeon has been for the minigame. The modules just don't do anything for me. So I'd agree with Chris, Dungeon has the generic dungeon crawl portion of the market pretty well sewn up. I just think that there's more to the adventure market than that, and some experimentation might find some other niches out there for people to explore. [/QUOTE]
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