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Have the third-party d20 publishers failed?
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<blockquote data-quote="Sholari" data-source="post: 1730002" data-attributes="member: 6059"><p>I agree with this. Modules are of most use to DMs, which are probably 20-25% of gamers out there. So by their very nature they appeal to a much more limited audience. Once you begin to layer in further constraints such as being setting-specific, set levels, quality issues, etc. this limits the audience further.</p><p></p><p>However, I would argue that having some solution for high quality, well-thought out modules is in the long-term best interest of the hobby as a whole. Without this I think there are a some number of current DMs who will fall out of running games because they rely on good modules. Since the industry has been focused on more splatbooks and less modules, I have seen a higher level of DM burnout. There have been an elevated level of DM burnout posts on ENworld. There have also been more groups of players looking for DMs, when maybe a decade ago it used to be the other way around. In my own groups I notice more DMs burning out as well. Less DMs mean ultimately less players.</p><p></p><p>Additionally, I think there is some segment of new DMs, who may require the support of modules to learn how to run a good adventure. For people that are off-the-cuff good ad libbers this isn't so much an issue, but not everybody is. There is some percentage of new DMs that would have a much better campaign experience if they incorporated modules. This is not to say they run the module verbatim per se. An important aspect to using modules is being able to adapt it when players get off course.</p><p></p><p>Finally, I would say that a number of commercial franchises have been launched by a really good module so their is some brand equity in "memorable" play experiences revolving around a given gaming brand. Ravenloft started off as a really good module and even in recent days you see its continuation. Dragonlance started off as a couple of really good modules. Freeport started off as some really good modules. Iron Kingdoms started off as some really good modules. I'd argue that most settings that last more than a couple years have some level of module support.</p></blockquote><p></p>
[QUOTE="Sholari, post: 1730002, member: 6059"] I agree with this. Modules are of most use to DMs, which are probably 20-25% of gamers out there. So by their very nature they appeal to a much more limited audience. Once you begin to layer in further constraints such as being setting-specific, set levels, quality issues, etc. this limits the audience further. However, I would argue that having some solution for high quality, well-thought out modules is in the long-term best interest of the hobby as a whole. Without this I think there are a some number of current DMs who will fall out of running games because they rely on good modules. Since the industry has been focused on more splatbooks and less modules, I have seen a higher level of DM burnout. There have been an elevated level of DM burnout posts on ENworld. There have also been more groups of players looking for DMs, when maybe a decade ago it used to be the other way around. In my own groups I notice more DMs burning out as well. Less DMs mean ultimately less players. Additionally, I think there is some segment of new DMs, who may require the support of modules to learn how to run a good adventure. For people that are off-the-cuff good ad libbers this isn't so much an issue, but not everybody is. There is some percentage of new DMs that would have a much better campaign experience if they incorporated modules. This is not to say they run the module verbatim per se. An important aspect to using modules is being able to adapt it when players get off course. Finally, I would say that a number of commercial franchises have been launched by a really good module so their is some brand equity in "memorable" play experiences revolving around a given gaming brand. Ravenloft started off as a really good module and even in recent days you see its continuation. Dragonlance started off as a couple of really good modules. Freeport started off as some really good modules. Iron Kingdoms started off as some really good modules. I'd argue that most settings that last more than a couple years have some level of module support. [/QUOTE]
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