How can the Module be updated?

Woas said:
More realisticly, I think modules should be full of new content and rules. If all a module does is pick a dozen or so monsters straight out of the Monster Manual and string a simple plot between the encounters, I don't really need those. I can do that quick enough already in my busy life. Instead, have the modules take the fore-front of introducing new spells, monsters, races, magic items, &c. Those would be fun.

I disagree. Lots of modules do include new spells, monsters, races, and such, and I find them almost universally uninteresting, unnecessary additions whose role in the module could have been equally well served by something previously existing.

Okay, except for spells. New spells are interesting. But, sadly, I've found the ones I've seen in modules to usually not be good.
 

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Making the tools for the toolbox seems to be less labor-intensive (and thus more profitable) than making something useful with the tools. I wonder if there's a lesson to be learned there?

Part of it, from a publishing point of view, is surely art, cartography, layout, and the necessity for 100% accurate stats. Home DMs don't need to do these things all that much or as "perfectly" as a publisher does.
 

ironregime said:
Yeah, actually I thought twice before posting the idea myself, since I actually like making cool props and could probably sell them or put 'em on eBay. But then I figured, bah, just another hair-brained scheme I'd never get off the ground. I've got enough of THOSE lying around.

However, if you want my services in making the props, let me know. I've got some other nifty ideas I *haven't* shared with Enworld... ;-)

ironregime
As a publisher, I'm always willing and interested to at least listen to ideas. If you're genuinely interested in pursuing a project, feel free to contact me off-list at justin[at]bluedevilgames[dot]com.
 

philreed said:
I can't forsee a day in the future when _any_ d20 fantasy adventure will be as successfull, and profitable, as a sourcebook.

I think part of the problem with d20 modules is that they have to be set for specific levels, which automatically cuts out a large portion of the potential audience. Adding to the problem is that you can only use a modules of a specific level once for any given campaign. (once you choose a 1st level module to use in your campaign, you've eliminated the possibility of using any other 1st level module.)

I know I'd buy a lot more modules if most of them weren't for levels I can't use.

Figure out how to fix this problem, and you'll sell more copies.
 

One problem with producing player centered products for a module, I think, is that it cuts down on the DM's ability to customize the module to fit his campaign.

I mean, what's the DM supposed to if the comic book intro contains elements he doesn't want to use?
 

hexgrid said:
I think part of the problem with d20 modules is that they have to be set for specific levels, which automatically cuts out a large portion of the potential audience. Adding to the problem is that you can only use a modules of a specific level once for any given campaign. (once you choose a 1st level module to use in your campaign, you've eliminated the possibility of using any other 1st level module.)

I know I'd buy a lot more modules if most of them weren't for levels I can't use.

Figure out how to fix this problem, and you'll sell more copies.
I have no idea how well it works, but http://www.direkobold.com/ generates the encounters in their adventures based on parameters from your campaign. So you can set the number of characters in your party and their average level and the adventure changes accordingly.

NCSUCodeMonkey
 
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Justin D. Jacobson said:
As a publisher, I'm always willing and interested to at least listen to ideas. If you're genuinely interested in pursuing a project, feel free to contact me off-list at justin[at]bluedevilgames[dot]com.

And my work here is done. :D This is precisely what I hoped to see here.

Codemonkey - I'd actually forgotten about DireKobold. They're ideas certainly look promising.

Honestly, I didn't start this to attack or belittle anyone's efforts. I was just hoping for a bit of brainstorming for what could be done OTHER than what's already being done by publishers.
 

Hussar said:
How's this for an idea?

A Player's Pack - a hard plastic box, A4 sized, about an inch thick. On the outside of the box you have a nifty printed image of the module. Inside the pack you find a set of dice, a pencil with the module's logo on it, a Player's information package detailing background goodies for the module, a stylized character sheet specific to the campaign and a logbook, again with the module logo on the front. Also included would be a sheet of cardstock counters for players to use, maybe some quick reference cards for players. The intent is that the players of the given module would haul around all their playing goodies inside this nice carrying case. I could see spending 15 or 20 bucks for something like this.

TSR did almost exactly that (minus the module) back in 1995. These 'player's kits' were a miserable failure both conceptually and commercially.
 

jdrakeh said:
TSR did almost exactly that (minus the module) back in 1995. These 'player's kits' were a miserable failure both conceptually and commercially.

That certainly doesn't bode well. I think I remember those vaguely. However, there's two significant differences between then and now.

First, the idea of player packs isn't so different anymore. The BattleBox has been pretty successful, so the idea of aids is not necessarily a bad one. Plus, looking a Magic, there's tons of things like this for Magic, so, it might work for DnD. One other thing is that the player packs weren't tied to giant modules. That would make a big difference too IMO.
 

hexgrid said:
I think part of the problem with d20 modules is that they have to be set for specific levels, which automatically cuts out a large portion of the potential audience. Adding to the problem is that you can only use a modules of a specific level once for any given campaign. (once you choose a 1st level module to use in your campaign, you've eliminated the possibility of using any other 1st level module.)

I know I'd buy a lot more modules if most of them weren't for levels I can't use.

Figure out how to fix this problem, and you'll sell more copies.

You can get exactly this from Living Arcanis. All the adventures are statted for different APLs (average party level), except for the few that are designated as entry level for new people to join the campaign or to start a new character. There has been a different yearly story arc since it's introduction in 2001. The first year stroy arc The Year of Ill Harvest is no longer avaiable for download at the RPGA but Paradigm Concepts will be releasing it as a print product in the relatively (as all things in the RPG printing business are relative) near future. If they include all the Hard Points (main story arc) and the Soft Points (unconnected side adventures) that should take 4-6 PCs up to 6th or 7th level. From there the Living Arcanis rules instituted a half xp rule to keep PCs from having to be retired at 20th level before the over arching 5 year plot line resolves itself. Some of the Soft Points have second parts and there are even a couple of mini story arcs going on with in the campagn in places like Old Coryan (the old city of the seat of the Coryani Empire which has been replaced by Grand Coryan) and the city of Nishanpur in the evil theocracy of Canceri. And except for the first years modules they are all availble for free on the RPGA download site. It just requires a Herald level DM to order them and report the games after they're played. And so long as your game stays a home game and you have no expectations of porting your characters to a convention game you can pretty do what ever you want.

Your only investment is in sorce books. There is a setting guide, a players guide and a couple of race books, a magic book as well as a five printed for profit modules that blend right into the campaign, introducing you to the edges of the Coryani Empire. I'm unabashed over my admiration for this campaign. It is a thinking role player's game colored in shades of grey with the Gods having no alingment, only the worshippers of the Gods are good or evil. It is designed for people like me, people who have been gaming for decades, like a good story and want it presented in a mature way. I cannot reccomend it enough. And to boot the guys at Team Paradigm are truly as great a bunch of gamers as you'll ever meet and they actively support their campaign at the LA Talk forum at Yahoo!
 

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