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Have the third-party d20 publishers failed?
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<blockquote data-quote="doghead" data-source="post: 1729870" data-attributes="member: 8243"><p>I'm not much of a buyer of anything. So far, I have tended to just buy core rule books and build the rest myself. Finances tended to dictate this course of action when I was a student. Generally, I'm not interested in a new monster every week, nor a hundred different classes and races to choose from. So I've never really collected hardware and splat (?) books. Perhaps it is a result of the above, but I perfer to work on making the familier seem new.</p><p></p><p>I am surprised by the number of people who seem so adverse to published adventures. Although I tended to DIY on the occasions that I GM'ed, during my time as a tabletop player, published adventures formed the basis of may of our most significant games - WHFRP's Doomstones and the Enemy Within, a Cyberpunk series (or two), a Vampire game. Traveller games were generally constucted from bits and pieces from the Journal or whatever. There was a fairly interesting Car Wars game that came from somewhere. Boot Hill games were generally just made up as we went along, however.</p><p></p><p>Having taken up PbP GM'ing here, I've been much more interested to try some published adventures. I want to get a different perspective, and see some different ideas in action. Particularly now, as time is a much bigger limiting factor than money. The only problem is finding one that fits. I read through the free WotC adventures and found myself thinking 'Um. Not really.' and 'A what?' rather alot. (I'm going to run some anyway, maybe I'll find that they have merit that I didn't see before. Which hopefully, will open my eyes to better ways to build my own adventures.)</p><p></p><p>But this is where I think that the adventures have a hard time. Each adventure will probably only appeal to segment of those who play that particular game. A segment of a segment of the market.</p></blockquote><p></p>
[QUOTE="doghead, post: 1729870, member: 8243"] I'm not much of a buyer of anything. So far, I have tended to just buy core rule books and build the rest myself. Finances tended to dictate this course of action when I was a student. Generally, I'm not interested in a new monster every week, nor a hundred different classes and races to choose from. So I've never really collected hardware and splat (?) books. Perhaps it is a result of the above, but I perfer to work on making the familier seem new. I am surprised by the number of people who seem so adverse to published adventures. Although I tended to DIY on the occasions that I GM'ed, during my time as a tabletop player, published adventures formed the basis of may of our most significant games - WHFRP's Doomstones and the Enemy Within, a Cyberpunk series (or two), a Vampire game. Traveller games were generally constucted from bits and pieces from the Journal or whatever. There was a fairly interesting Car Wars game that came from somewhere. Boot Hill games were generally just made up as we went along, however. Having taken up PbP GM'ing here, I've been much more interested to try some published adventures. I want to get a different perspective, and see some different ideas in action. Particularly now, as time is a much bigger limiting factor than money. The only problem is finding one that fits. I read through the free WotC adventures and found myself thinking 'Um. Not really.' and 'A what?' rather alot. (I'm going to run some anyway, maybe I'll find that they have merit that I didn't see before. Which hopefully, will open my eyes to better ways to build my own adventures.) But this is where I think that the adventures have a hard time. Each adventure will probably only appeal to segment of those who play that particular game. A segment of a segment of the market. [/QUOTE]
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