Wraith Form
Explorer
QfT, by Cthulhu.dcas said:Not necessarily, groups can rotate GMs. If adventures really aren't selling, then perhaps WOTC should ask itself what it can do to increase the pool of GMs (like, making D&D easier to DM!).
QfT, by Cthulhu.dcas said:Not necessarily, groups can rotate GMs. If adventures really aren't selling, then perhaps WOTC should ask itself what it can do to increase the pool of GMs (like, making D&D easier to DM!).
dcas said:Not necessarily, groups can rotate GMs. If adventures really aren't selling, then perhaps WOTC should ask itself what it can do to increase the pool of GMs (like, making D&D easier to DM!).
Reynard said:I don't think he was referring to the graphic design or art direction of said adventures. I mean, as cool as the Dragonlance novel series was, could there be a worse set of modules?
Don't be so sure. The other "big" product that was rushed into release alongside UA in order to save TSR was a module, T1-4, which also proved popular enough that it was still being reprinted as late as 1992 (3 years after 2E was released, and a year after the last printing of UA). [Per The Acaeum]trancejeremy said:Indeed, even TSR had to do that - supposedly how Unearthed Arcana was rushed out to make money (it basically being nothing more than revised Dragon articles by EGG and a few others) to everyone still playing AD&D. And presumably it worked - UA had something like 12 printings, which has to be far more than any modules from that era.
These modules were thick, relatively expensive, and produced in small print runs towards the twilight of the 1st Edition rules (with the exception of T1-4, which was printed several times due to demand). As a result -- and because they are compilations of popular modules -- they tend to go for high prices.
That's a good guess. I'd say complete failures would regulary sell in the 10,000 to 30,000 range. At 40,000 an RPG would break even. Success would be for books that sold in excess of 60,000 units.Henry said:I recognize they need to concentrate on the books that would bring in AT LEAST 40,000 or 50,000 units or so in sales. The other print companies would call half those figures a miraculous runaway success... WotC would call it a failure.
I think this has been part of Goodmans' success, right there. I had players on the run in the Midwood campaign, and needed to get them a chance to gain some XP so they could survive the bounty hunter on their tails and prep them for the dangerous badlands they were going to run to. Dropping The Dragonfiend Pact in their way worked out perfectly, and it took me all of five minutes to adapt it to the world of Praemal, and four minutes of those were spent on deciding between two gods to use to replace the DCC World ones in the module.DaveMage said:I'm running a game now where this is very much the case. I have an overall plot/campaign in mind, but I'm using Necromancer Games adventures and Goodman's DCCs to give me great site-based adventures I can plug in and play. I have no use for adventures that are heavily plot-based. I need a location (BBEG treasure hoard) to stick the "emerald key of illumination" that I want my PCs to find.
mearls said: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.
mearls said:Adventures are interesting in that they are the easiest thing to design poorly, but the hardest thing to design well.
Umbran said:TSR had a near-monopoly on modules for 1e, so they sold well for TSR.
Umbran said:But how about for anyone else who tried in the same era? How about for 2e and later?