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<blockquote data-quote="Ranger REG" data-source="post: 2123975" data-attributes="member: 533"><p>While that may be true now (having heard complaints from <em>Dungeon</em> readers when <em>Dungeon</em> & <em>Polyhedron</em> were married), the GM only represent an average 1-out-of-5 <em>Player's Handbook</em> owners (assuming I use a base typical gaming group consisting of 4 players and 1 GM).</p><p></p><p>It's not profitable in the long run when you must consider making such a small print run.</p><p></p><p>HOWEVER, when introducing a new [version of a] game, a publisher must consider providing adventure modules during the first 3-6 months of the core game product release, so new[-bie] owners can get a headstart in learning and enjoying the game. Call it an aggressive marketing tactic. New game + scenarios are usually guaranteed to be played almost immediately.</p><p></p><p></p><p></p><p>With all due respect to ADB, they shouldn't have that high a goal, especially when it comes to roleplayers. Even if they are willing, such a goal to get lifestyle players is a long-term plan. Even <em>D&D</em> in its heyday -- before the other RPGs started coming out -- took a long while to build its own fanbase.</p><p></p><p>Stick with a short-term goal (get trial players in), and then advance upward.</p><p></p><p></p><p></p><p>With all due respect, publishing adventure modules would be considered an attraction for trial and regular players.</p><p></p><p>The 2 sourcebooks -- Klingon and Romulan -- are geared toward regular and lifestyle players. And lifestyle players, well ... they may occasionally like adventure modules but I think at this stage the GM would rather be creating campaign and they're going to need how-to books or an interactive community to share ideas.</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 2123975, member: 533"] While that may be true now (having heard complaints from [i]Dungeon[/i] readers when [i]Dungeon[/i] & [i]Polyhedron[/i] were married), the GM only represent an average 1-out-of-5 [i]Player's Handbook[/i] owners (assuming I use a base typical gaming group consisting of 4 players and 1 GM). It's not profitable in the long run when you must consider making such a small print run. HOWEVER, when introducing a new [version of a] game, a publisher must consider providing adventure modules during the first 3-6 months of the core game product release, so new[-bie] owners can get a headstart in learning and enjoying the game. Call it an aggressive marketing tactic. New game + scenarios are usually guaranteed to be played almost immediately. With all due respect to ADB, they shouldn't have that high a goal, especially when it comes to roleplayers. Even if they are willing, such a goal to get lifestyle players is a long-term plan. Even [i]D&D[/i] in its heyday -- before the other RPGs started coming out -- took a long while to build its own fanbase. Stick with a short-term goal (get trial players in), and then advance upward. With all due respect, publishing adventure modules would be considered an attraction for trial and regular players. The 2 sourcebooks -- Klingon and Romulan -- are geared toward regular and lifestyle players. And lifestyle players, well ... they may occasionally like adventure modules but I think at this stage the GM would rather be creating campaign and they're going to need how-to books or an interactive community to share ideas. [/QUOTE]
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