See, I like a good adventure. I can run my own stuff, but for starting out a campaign or during a rough spot when I'm strapped for time, nothing beats having a good module I can just pick up, tweak a bit, and run from there on in. I'm definitely part of that target audience, and if something interests me, I'll be one of the first to grab it. Even I will admit, however, that I'm apparently a rarity in this. Adventures are just flat hard to make profitable, even if they're any good. There's a reason they're often considered "one-print wonders," as very few manage to sell through their initial print run in anything like a timely fashion.
To get around this, I do what seems a natural thing: I buy them as PDFs. Honestly, I hate having large books as PDFs. Hate it. I might buy a core book as a PDF if it's something I have to do research with and I want to be able to use a search function, but otherwise, just no. Adventures don't have to be that long, though, and they're actually useful printed in a looseleaf format sometimes. They have been very nearly my sole PDF roleplaying purchases (I think I'm up to about 8 now). I bought one to run for my nephew at his house. I bought one to run for my husband's character. They're short, simple, to the point, and endlessly useful in that format.
Honestly, I think that for adventures to have a larger, more profitable presence in the market as a whole, they'd have to be sold as PDFs -- which lets out printing, warehousing and distribution costs, but involves treking into that scary electronic publishing realm. It's my hope that with RPGnow and Drive-Thru RPG that we can finally coax some publishers into looking at adventure PDFs as a viable means of supporting those lines and selling products they might otherwise not be able to break even on. I'd love to write some, after all, I just don't have anyone to sell them to.
