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How can the Module be updated?
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<blockquote data-quote="Hussar" data-source="post: 2644925" data-attributes="member: 22779"><p>Well, how's this for an idea?</p><p></p><p>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:</p><p></p><p> - 6 minis in both sexes for various archetypes of the class (or possibly cardstock tokens)</p><p> - Stylized character sheet specific to the campaign</p><p> - Short booklet of new cruchy bit goodies for use with that class</p><p> - 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.</p><p> - a blank gaming log book for taking notes within the adventure.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2644925, member: 22779"] 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. [/QUOTE]
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