/snip
- Remake encounters for 4E based on my 1E copy
- Rebuy the 4E version of what I already own for $77 on ebay
- Convince my gaming group to learn 1E or a retroclone and make characters for that
- Look for an adaptation on the internet
All of those options are terribly inconvenient. They guarantee that D&D adventures have limited shelf-life and limited value. That needs to stop.
/snip.
Umm, the 4e version is most certainly not the same as the 1e version. Not even close.
To quote what I've already said
So I'm not really disagreeing with you there. Since we're talking about new products they would be translated backwards, which is easier than going 1E to 4E since it doesn't require removing pointless encounters and expanding hallway sizes.
But suppose I had the original design document for Dwellers of the Forgotten City. In order to take it to:
C&C: Flip armor classes. Insert a strength check here and there for skill checks using a reasonable number. Possibly replace some spells that aren't in C&C with others that are. This shouldn't require more than three hours. If necessary it may require two playtests
3.5: Replace the monsters with 3.5 monsters and make sure CRs are reasonable. A 3.5 content specialist should be able to identify existing monsters in WOTC books and magazines, understand how to make a balanced encounter and understand how to scale monsters up/down. This shouldn't require any more than 8 hours and three playtests.
Now you've shifted the goalposts. Earlier it was bringing stuff forward, now it's only multi-statting things backward. The big question here is, why would anyone who's playing, say, Castle's and Crusades WANT a 4e conversion module? They have their own modules for their own games.
And, the idea that you can convert on the fly from 1e to 3e is utter and complete ballocks. The design priorities are just entirely different. Every single character works differently and every single monster is different.
But, lets say, just for the sake of argument, you're numbers are right. 8 hours to convert, for every edition, plus 3 playtests. So, we're talking about 800 dollars per edition for the conversion work (and that's probably REALLY REALLY low) plus 3x4 hour playtests for 5-8 people (because the baseline group assumptions have changed between editions), so about 80 man hours there, or about 8000 dollars.
So, add in editing, linesetting, actually MAKING the pdf's, that sort of thing, you're looking about about ten grand per module. How many pdf's could they sell of this? When some of the absolute best selling pdf's (outside of maybe the PF core rules) sell about 2000 copies, you're looking at losing a HELL of a lot of money.