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?

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?