How can the Module be updated?

Hussar

Legend
There's been a fair bit of bandwidth used of late about how modules are a money losing venture. Really, I have no idea either way. But, in the interests of discussion, I thought maybe a bit of brainstorming about how module formats could be changed to bring in new buyers or make them more appealing to gamers. These are just some random ideas that I've pulled out, so, be gentle please. :)

1. Make modules that appeal to the gamists. Include full color, 1 inch scale maps of the entire adventure, maybe on A4 sheets that could be placed together as the party explores.

2. Boxed modules. In addition to having 1 inch scale maps, include figures for the entire adventure. They could range from plastic figs (expensive) to color cardstock tokens to paper minis a la PIG games' disposable heroes line.

3. Large modules with player guides. The DM buys the main, huge module. We're talking something the size of Shackled City/ World's Largest Dungeon. Then, in maybe comic book form, release hint books for the module. This might appeal to players and helps to generate a bit of revenue as the group is going to adventure through their megamodule for the next couple of years.

4. Instead of fixed adventures, go with adventure locales similar to Mystic Eye Games Foul Locales or WOTC's Fane of the Drow. Allow each location to be fairly easily slotted into any setting and include lots of tidbits for scaling encounters or different scenarios based on party level. Make each location recyclable within a single campaign.

5. Include CD-Rom's with the module with combat trackers, printable goodies, sound tracks and whatever else tickles your fancy. People are always looking for cool gaming music. Why not center a module around a cool soundtrack?

6. Modular modules. I'm not sure how this would work, but I'm envisioning a series of very small modules that you can play in series. Similar to the pocket modules that AEG pumped out for 3e, but, with a common storyline or theme. A sort of collectable module game. This is a half baked idea and hopefully someone else can make sense of it.

Well, that's my half a dozen crappy ideas. Anyone else got any?
 

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#1: See Wizards' Fantastic Location series.
#2: See Paizo's Compleat Encounter series.
#3: nothing comes to mind of that type.
#4: See Wizards' Frostburn, Sandstorm and Stormwrack for locations of that type.
#5: heh. Not quite, but see Sharn: City of Towers and the (substandard) CD that came with it. :)
#6: production costs might defeat this one, but it's an amusing idea.

Cheers!
 

Oh wait; #2: also the D&D Basic Game.

Seeing what Wizards said at GenCon:

Q: Adventures planned: standalone or more focused ones (like Shackled City adventure path)?

A: We're kind of looking at both for the future. They both have their value. Giving you a campaign arc with a predestined path and the makings for an entire campaign. As well as one-offs. We have plans for both of those in the future. We'll let you know when we release the product. Shackled City adventure path is being sold at the Paizo booth (11+1 adventures that appeared in Dungeon magazine).

Q: Spiralbound? (difficult to run)

A: It's very expensive. We are looking at a number of formats for adventures (saddlestitch, perhaps boxes, etc.) We feel your pain running an adventure. Having spiral-bound is weird to store owners, distributors, etc. Higher damage and returnability. We'll try to keep the text out of the center better, we're watching.

Q: 3-part adventure series?

A: Just did that for Eberron, so we're not opposed to it. As we do more to bring adventures to you, we're thinking about it a lot, formats (box sets?), as we cast about for all possibilities. Content, minis, etc. We're thinking about all the ways adventures have been presented in the past.

http://www.gamingreport.com/article.php?sid=18299

Cheers!
 


Maggan said:
The 3rd party being ...? The RPGA?

/M

Not 3rd party; 3-part. As in, three parts.
Shadows of the Last War; Whispers of the Vampire's Blade; Grasp of the Emerald Claw.

Cheers!
 

MerricB said:
Not 3rd party; 3-part. As in, three parts.
Shadows of the Last War; Whispers of the Vampire's Blade; Grasp of the Emerald Claw.

Cheers!

Aha. :o

Thanx!

/M
 

Dungeon Mag is also very good at doing adventure Arcs. Recently they did a series for Eberron (Crypt of the Crimson Stars, Temple of the Scorpion Dungeon of the Crypt, The Fireplace Level), and are currently posting the Age of Worms campaign, which is HUGE.

Now, just a little beef on my part. Trying to get together the minis (from the DnD line) for a mod is not only difficult, but expensive. Ebay is a great resource for this. I have hesitated buying the boxed mini sets because they are so random. I'd me more likely to buy them if I could buy the ones I needed. As it is I use minis from other lines that I know what I am getting when I buy it. The whole, randon, 'collectable' thing doesn't really appeal to me.
 

Well, how's this for an idea?

Do a major module similar in scope to Shackled City. Great for DM's. Then, put out a Premium Player's Pack for the module. Premium Player's packs are tailored to one of the four main classes - fighter, cleric, rogue, wizard and each includes:

- 6 minis in both sexes for various archetypes of the class (or possibly cardstock tokens)
- Stylized character sheet specific to the campaign
- Short booklet of new cruchy bit goodies for use with that class
- A solo adventure for the player. While not required in order to play the main module, the solo adventure would primarily be focused on centering the player in the setting. Give him or her a reason for being at that place at that time. The solo adventure would also include some foreshadowing hints for things to come and introduce goals for the PC that can be completed within the main module. Maybe the solo adventure includes a cryptic message that gives hints for a well hidden treasure that the party normally wouldn't find. Something like that.
- a blank gaming log book for taking notes within the adventure.

I don't know how much something like that would cost to produce, but, if you wed it to one of those gigantic modules, I can certainly see a market.

The main reason people seem to say why modules don't make money is that they only appeal to the DM. Well, this idea would possibly help to reach the other 4/5th of the group.
 

Those are some good ideas.

As for #3, I think the upcoming Ptolus counts. True, it's a setting book, but it's also essentially a mega-campaign with player manuals.

I was thrilled to include 2 pages of printable counters for our Shadow Falling adventure module in the Dawning Star line. I think that "extras" like that will make modules much more palatable to consumers. I really like the idea of the included cd-rom. That opens up a lot of possibilities: customized software, music, visual aids, an intro "movie," etc. If I come into a large sum of money, maybe I'll do something like that for our upcoming Shadow War.
 

Hussar said:
Well, how's this for an idea?

Do a major module similar in scope to Shackled City. Great for DM's. Then, put out a Premium Player's Pack for the module. Premium Player's packs are tailored to one of the four main classes - fighter, cleric, rogue, wizard and each includes:

- 6 minis in both sexes for various archetypes of the class (or possibly cardstock tokens)
- Stylized character sheet specific to the campaign
- Short booklet of new cruchy bit goodies for use with that class
- A solo adventure for the player. While not required in order to play the main module, the solo adventure would primarily be focused on centering the player in the setting. Give him or her a reason for being at that place at that time. The solo adventure would also include some foreshadowing hints for things to come and introduce goals for the PC that can be completed within the main module. Maybe the solo adventure includes a cryptic message that gives hints for a well hidden treasure that the party normally wouldn't find. Something like that.
- a blank gaming log book for taking notes within the adventure.

I don't know how much something like that would cost to produce, but, if you wed it to one of those gigantic modules, I can certainly see a market.

The main reason people seem to say why modules don't make money is that they only appeal to the DM. Well, this idea would possibly help to reach the other 4/5th of the group.

Great idea! I like it.
 

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