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<blockquote data-quote="MoogleEmpMog" data-source="post: 2123872" data-attributes="member: 22882"><p>The market problems with modules are essentially fourfold:</p><p></p><p>1) Modules sell only to GMs, never players. At least five people in my current (ten-player) group GM at least some of the time, so this isn't a problem for us.</p><p>2) Modules don't sell to all GMs. Neither do sourcebooks, either, of course. But only one out of five GMs I know uses modules regularly. All use sourcebooks, and all but one own and use non-D&D sourcebooks.</p><p>3) Modules are often the most difficult products to adapt, and have an uncomfortable relationship with sourcebooks.</p><p>4) Modules, once used, become essentially dead to a particular group.</p><p></p><p>1. One of my (player-only) players bought OGL Steampunk for a single class, even though I own the book and let him use it and he'll probably never play in a full-on Steampunk game. He may never GM. Another player bought Complete Adventurer for the same reason and under the same circumstances. A third is likely to buy Arcana Evolved. Both the players and player/GMs in my group buy sourcebooks; at most, the player/GMs would buy modules.</p><p></p><p>2. I've cribbed rules from every single book I listed for a single campaign. I've used the Steampunk, Conan, Modern and AU books in every single session, and the PHB in all but one.</p><p></p><p>3. A module designed for core D&D is the only product to which the EL system and the wealth-by-level guidelines matter absolutely. D&D has a large enough following to make it almost worthwhile. d20 Modern, or even a very successful line like Conan the RPG, doesn't. I can't run a D&D module in Conan without a lot of work, nor a Conan module in Modern, nor, certainly, a Prime Directive module in Diamond Throne/Arcana Unearthed.</p><p></p><p>4. After about three months, any module short of the ($100) World's Largest Dungeon would probably be done and over with. Not only would I never use it again in the campaign, I probably wouldn't use it again in another campaign, and none of my player/GMs would use it in their campaigns with this group. The only way it will ever be useful to me, personally, is if I happen to GM it for another group. On the other hand, knowing the module automatically reduces my enjoyment of it (and to a lesser extent, my players') should another group run it.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2123872, member: 22882"] The market problems with modules are essentially fourfold: 1) Modules sell only to GMs, never players. At least five people in my current (ten-player) group GM at least some of the time, so this isn't a problem for us. 2) Modules don't sell to all GMs. Neither do sourcebooks, either, of course. But only one out of five GMs I know uses modules regularly. All use sourcebooks, and all but one own and use non-D&D sourcebooks. 3) Modules are often the most difficult products to adapt, and have an uncomfortable relationship with sourcebooks. 4) Modules, once used, become essentially dead to a particular group. 1. One of my (player-only) players bought OGL Steampunk for a single class, even though I own the book and let him use it and he'll probably never play in a full-on Steampunk game. He may never GM. Another player bought Complete Adventurer for the same reason and under the same circumstances. A third is likely to buy Arcana Evolved. Both the players and player/GMs in my group buy sourcebooks; at most, the player/GMs would buy modules. 2. I've cribbed rules from every single book I listed for a single campaign. I've used the Steampunk, Conan, Modern and AU books in every single session, and the PHB in all but one. 3. A module designed for core D&D is the only product to which the EL system and the wealth-by-level guidelines matter absolutely. D&D has a large enough following to make it almost worthwhile. d20 Modern, or even a very successful line like Conan the RPG, doesn't. I can't run a D&D module in Conan without a lot of work, nor a Conan module in Modern, nor, certainly, a Prime Directive module in Diamond Throne/Arcana Unearthed. 4. After about three months, any module short of the ($100) World's Largest Dungeon would probably be done and over with. Not only would I never use it again in the campaign, I probably wouldn't use it again in another campaign, and none of my player/GMs would use it in their campaigns with this group. The only way it will ever be useful to me, personally, is if I happen to GM it for another group. On the other hand, knowing the module automatically reduces my enjoyment of it (and to a lesser extent, my players') should another group run it. [/QUOTE]
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