Mark CMG
Creative Mountain Games
Mark CMG said:Like shoes, adventures aren't a hard sell so much as a tough fit. Everyone needs them, whether they make them themselves (even on the fly) or buy them. Some companies find a way to make them inexpensively enough and generic enough to appeal to a large enough base to sustain them, provided they have a stock room full of options. Other companies (or authors) have enough of a draw or marketing power that even those customers who can't get their exact fit will still snap them up and make adjustments on their own.
mearls said:That's a good way to put it, and it ties back into the thoughts inspired by Wright's keynote. A DM knows his players and campaigns better than a designer. The DM can design a better adventure for his game.
I think it might explain why campaign adventures, like the Adventure Paths, do so well. If you're going to give a DM some content to make running easier, you might as well go ahead and give an entire campaign. In this case, the designer knows what's going on in the campaign, the NPCs the PCs have met, the interesting plot twists, and so on.
I think that if Wright is correct then 32 - 64 page adventures are better served with a site-based design a la the classic early 80s, late 70s adventures. A DM and a group can bring whatever story and plot they want to a site. The DM can pick and choose stuff to use, with the site serving as a stage that hosts the action.
(. . .)
The best adventures speak directly to the group playing them. A DM is far better equipped to design such an adventure than a designer who has never met your group and knows nothing about your campaign.
Erik Mona said:I think this is absolutely true of story modules.
It is not true at all of site-based adventures, which are more enjoyable because the decisions being made are those of the players, and not an author.
The best-selling D&D adventures of all time were site-based.
Goodman Games's adventures are site-based.
When Dungeon shifted focus to site-based adventures, our circulation started growing and hasn't stopped.
This seems to sum things up pretty clearly. Perhaps Mister Mearls and Mister Mona would give their top ten tips for putting together successful site-based adventures?