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Mearls says adventures are hard to sell [merged]
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<blockquote data-quote="kenobi65" data-source="post: 3398562" data-attributes="member: 1515"><p>The issue seems to be that, compared to supplements, the conventional wisdom has been that adventures/modules aren't as profitable. The ideas that feed into this:</p><p></p><p>1) Whereas multiple members of a gaming group might buy a book of supplemental rules, only the DM is likely to buy an adventure.</p><p>2) Many DMs hate pre-written adventures and don't buy them at all.</p><p>3) I seem to remember reading someone associated with WotC once note that, page for page, adventures are more expensive to create than rules supplements.</p><p></p><p>1 + 2 mean that the audience is limited, and 3 (if I'm remembering it correctly) means that you won't make as much money on the ones you do sell.</p><p></p><p>As Henry's already noted, with 3E, WotC was hoping that the OGL would encourage other publishers to step into the role of publishing adventures...and, for a while, they did. When a lot of them pulled out of that market, WotC realized that *someone* needed to step in and provide those adventures.</p><p></p><p>But, note that the kinds of adventures that they're providing aren't just "a 16-page module", like in the old days. It seems like they're trying different approaches:</p><p>- The Fantastic Locations adventures are clearly cross-marketing with DDM</p><p>- Some of the adventures are "mega-adventures" (like Red Hand of Doom)</p><p>- Some, like the FR ones, are adventures bundled with rules content</p></blockquote><p></p>
[QUOTE="kenobi65, post: 3398562, member: 1515"] The issue seems to be that, compared to supplements, the conventional wisdom has been that adventures/modules aren't as profitable. The ideas that feed into this: 1) Whereas multiple members of a gaming group might buy a book of supplemental rules, only the DM is likely to buy an adventure. 2) Many DMs hate pre-written adventures and don't buy them at all. 3) I seem to remember reading someone associated with WotC once note that, page for page, adventures are more expensive to create than rules supplements. 1 + 2 mean that the audience is limited, and 3 (if I'm remembering it correctly) means that you won't make as much money on the ones you do sell. As Henry's already noted, with 3E, WotC was hoping that the OGL would encourage other publishers to step into the role of publishing adventures...and, for a while, they did. When a lot of them pulled out of that market, WotC realized that *someone* needed to step in and provide those adventures. But, note that the kinds of adventures that they're providing aren't just "a 16-page module", like in the old days. It seems like they're trying different approaches: - The Fantastic Locations adventures are clearly cross-marketing with DDM - Some of the adventures are "mega-adventures" (like Red Hand of Doom) - Some, like the FR ones, are adventures bundled with rules content [/QUOTE]
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