fafhrd
First Post
Captain Tagon said:The entire concepts of these massive underground dungeouns with ancient evils and marvelous treasures and traps at every turn just never made sense to me so I voted 0%.
I think we're seeing the market getting behind the times in this regard. When I was a kid playing 2nd Edition, my friends and I gleefully ducked into every yawning cavern that was presented to us, no need for plot hooks in those days. But gamers have actually gotten more sophisticated in excatly how much ham well take in our fantasy sandwich. Yet the market is still putting out largely dungeon oriented adventures. Sure the dungeon offers some real advantages logistically: more predictable forks, no need for the massive simulations required to model societies and ecology, more of a reason for the PCs to be doing all the heavy lifting.
Making non-dungeon adventure material is geometrically more difficult but you'd think the demand would be sufficient incentive. Are modules such poor sellers that few go through the extra effort to make modules that give customers what they want? Come to think of it, is that why modules sell poorly? Because people want more than Rapan Athuk level 23?