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Have the third-party d20 publishers failed?
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<blockquote data-quote="Jupp" data-source="post: 1735003" data-attributes="member: 20804"><p>While I see the arguments that most D20 publishers have against creating modules for a setting (in the end it is all about earning money or not) I see another point that would perhaps speak for adventures. I always saw adventures as a way to define and extend a setting in some way a source book could not do. Looking through the posts and threads on this board I see again and again references to old modules that "everybody" played back in those days. They are the iconic things that people remember and that defined a certain setting for them. Be it adventures like Keep on the Borderlands and Temple of Elemental Evil for Greyhawk, Feast of the Goblyns for Ravenloft or Dead Gods and Modron March for Planescape. At least they somehow defined what the seetings are for me. I think those adventures are something lots of people will think back about with that warm and homely feeling. While a sourcebook or an accessory can show a DM how the world is built an adventure can show the style of play in a more personal way. Now, thats not so say that DMs should generally stick to the play style in a certain world just because a module does it in that way, but it can be of help if you want to.</p><p></p><p>I also see adventures as a good way to learn the mechanics of D&D. If you give someone that is new to the hobby the PHB and the Forgotten Realms campaign book he will probably not be able to run an adventure with his friends from acrosss the street. He will most likely give up after about 2 hours of trying to read through the campaign setting because he does not see how to actually make an adventure out of it. But if you give him the PHB and a printed adventure then he will be able to run a game in a short amount of time. I think the kids of today have a shorter attention span where you can bring a new thing to them so they get hooked up by it. So you have to make the entry to the hobby as easy and clear to them as possible. Then give them some more printed adventures and after some time they will develop their own play style and their own adventures. And even later they will find their way to ENWorld and start to contribute to it with creative posts and they will give their opinion about how they play today, which is perhaps a totally different style compared to how they started in this hobby.</p></blockquote><p></p>
[QUOTE="Jupp, post: 1735003, member: 20804"] While I see the arguments that most D20 publishers have against creating modules for a setting (in the end it is all about earning money or not) I see another point that would perhaps speak for adventures. I always saw adventures as a way to define and extend a setting in some way a source book could not do. Looking through the posts and threads on this board I see again and again references to old modules that "everybody" played back in those days. They are the iconic things that people remember and that defined a certain setting for them. Be it adventures like Keep on the Borderlands and Temple of Elemental Evil for Greyhawk, Feast of the Goblyns for Ravenloft or Dead Gods and Modron March for Planescape. At least they somehow defined what the seetings are for me. I think those adventures are something lots of people will think back about with that warm and homely feeling. While a sourcebook or an accessory can show a DM how the world is built an adventure can show the style of play in a more personal way. Now, thats not so say that DMs should generally stick to the play style in a certain world just because a module does it in that way, but it can be of help if you want to. I also see adventures as a good way to learn the mechanics of D&D. If you give someone that is new to the hobby the PHB and the Forgotten Realms campaign book he will probably not be able to run an adventure with his friends from acrosss the street. He will most likely give up after about 2 hours of trying to read through the campaign setting because he does not see how to actually make an adventure out of it. But if you give him the PHB and a printed adventure then he will be able to run a game in a short amount of time. I think the kids of today have a shorter attention span where you can bring a new thing to them so they get hooked up by it. So you have to make the entry to the hobby as easy and clear to them as possible. Then give them some more printed adventures and after some time they will develop their own play style and their own adventures. And even later they will find their way to ENWorld and start to contribute to it with creative posts and they will give their opinion about how they play today, which is perhaps a totally different style compared to how they started in this hobby. [/QUOTE]
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