How can the Module be updated?

hexgrid said:
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?

As a recent entrant into the pdf publishing world, this is a problem I've been trying to solve with my Dungeon Dive series. When I sat down to figure out what I wanted to spend my time creating, I thought about the reasons why I generally don't buy modules:

1. It's hard to find a module that's appropriate for my group's level that's also appropriate for what's currently going on in the campaign. I think modules need to be applicable to a wide power range to be useful.

2. I'm the GM, damnit. I want to come up with the plot and create my own NPCs. Even if I do find a module that's an appropriate challenge for my group, I often want to completely retool the adventure to fit in to my world, or the events of my campaign. So an "adventure" without the plot or the NPCs would be ideal for me.

Now, I could just buy standalone maps (and I have - 0One's Blueprints series is fantastic, for those who haven't checked them out), but that still requires me to go through and populate them with traps, monsters, hazards, a coherant ecosystem, etc.

So I decided to create a product that met my needs: something more than a map, but without the plot and NPCs of a full adventure. I came up with the Dungeon Dive series, which contains pre-populated adventure locations.

Each one details a dungeon and is pre-populated with traps, appropriate creatures, minion-type NPCs, hazards, and treasure. This means that I can take it and stick in my own antagonist.

Each one is also applicable to a wide range of party levels. I've included a "low," "medium," and "high" option for each encounter area that includes creatures, traps, hazards, and treasure appropriate for that range. In general, each product is useful over a range of about 10 levels.

With a minimum of fuss, then, I can take one of these products and use it in my game, in the way that I like, and without spending a lot of time customizing it. At least, that was my goal. I'm hoping that others find them to be useful, too.
 

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Heh, more Threadomancy. I'm bored. Sue me.

But, wow, did I hit the prescient button on this one. My second post:

Me 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.

is almost exactly what's going on now with WotC modules. The Beadles and Grimm Platinum editions are doing this. And, we're seeing all sorts of stuff coming out where the module of the year is being the capstone product for the entire year's line.

Guess they figured out a way to make modules profitable. :D
 


is almost exactly what's going on now with WotC modules. The Beadles and Grimm Platinum editions are doing this.

Most of the WotC modules are still just a book, though. Or do you think the majority of sales and profit in modules is coming from Beadle's and Grimm? I am sure some find them interesting offerings, but somehow I don't figure that's what is making the published adventure profitable, in general.

And, we're seeing all sorts of stuff coming out where the module of the year is being the capstone product for the entire year's line.

Guess they figured out a way to make modules profitable. :D

Yes - by not making a "module" in the classic sense. It is a campaign in a book. If you are expecting players to spend much of a year of their hobby on it, you can make it a capstone - something you couldn't do with an adventure you clear out in three sessions.
 

Most of the WotC modules are still just a book, though. Or do you think the majority of sales and profit in modules is coming from Beadle's and Grimm? I am sure some find them interesting offerings, but somehow I don't figure that's what is making the published adventure profitable, in general.



Yes - by not making a "module" in the classic sense. It is a campaign in a book. If you are expecting players to spend much of a year of their hobby on it, you can make it a capstone - something you couldn't do with an adventure you clear out in three sessions.

Oh, precisely. It's a pretty neat idea really. And, it's not like WotC pioneered this. Paizo did it first with their Pathfinder series. It's just interesting really, and, as I said, I was bored and procrastinating and perusing some really, really old threads.
 

It was always a bit of a myth modules don't make money, the old AD&D/BECMI ones sold a ton at least the classics.

The idea came around during 2E run as a Darksun adventure would only sell to Darksun groups etc so modules didn't sell.

The add a CD with music idea you posted, TSR did that years ago and I own 2 of them the AD&D 2E Mystara rules. They were terrible.

You can't spam out crud and expect it to sell though.
 

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