Hussar said:
Now, granted, there's a LOT of variations of an "adventure" in D&D. Totally understand that. But, if I pick up fifteen random adventures, either published or from people's home games, am I most likely to find that "adventure" means interacting with a number of fictional people in order to discover their underlying motivations, or am I likely to find that "adventure" generally means going to some new location in order to fight lots of things?
Depends kind of on your adventure. The
Tomb of Horrors was not basically involved with fighting things. You might get in fights, but there were so many impossible traps and tricks that mostly it was about avoiding your enemies, rather than engaging them. The 2e Planescape module
Faction War was not basically involved with fighting things. There are combats, but the central issue of the adventure is defining what your character believes in a changing landscape, as true villains and heroes emerge that may cast a new light on your old convictions. The 3e
Indomitable Forest of Innenotdar had plenty of fights, but the adventure ultimately revolved around a question of whether you would kill to end suffering in the world, or change the world first. An adventure I'm currently writing for 4e is mostly about investigation, unveiling a mystery slowly.
Combat is an important part of all of those, but it is not the dominant defining feature of any of them. Survival, NPC interaction, moral choice, investigation....these are all much more dominant elements.
pemerton said:
What the designers can do, if they have good market research, is form hypotheses as to what groups might like and give it to them.
I'm sure they try to do that as often as possible. What I think they've found, though, is that when groups conflict, you can't just serve one and expect to do well. You can't just serve the detailed minis combat crowd and expect the more casual crowd to come along for the ride. The casual crowd will do something else, and then not buy your books. Even if the minis crowd is slightly bigger (or just slightly more profitable), you might be loosing more than you're gaining by sticking to the One Design To Rule Them All philosophy. Better to serve a broad base, in that case, even if it means making modular rules.