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Mearls says adventures are hard to sell [merged]
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<blockquote data-quote="delericho" data-source="post: 3399491" data-attributes="member: 22424"><p>I'm not sure those other games lend themselves to published adventures as well as does D&D. WoD would appear to be far more story, plot and character based, which makes it nigh-impossible to write an adventure that would be generic enough to sell well, GURPS is such a wide game that again narrowing adventures down to the single flavour that people are playing would seem problematic (this would be different if there were some widely-used GURPS settings. One could see a GURPS Discworld-branded adventure, for example, but not just GURPS). I can't speak about Champions, having never played, but doesn't that suffer from a huge power-differential between characters, without the convenient labelling of levels to give a rough guide?</p><p></p><p>In addition, I think perhaps WW may have been burned by the adventures they put out for the old WoD, of which there were quite a few - two 'Diablerie' modules, the Giovanni Chronicles, the Transylvania Chronicles, and Gehenna. I'm not sure how these sold... but the ones I saw were generally rather poor. The Transylvania Chronicles, in particular, suffered from being a bit too plot-heavy, requiring the PCs to observe certain events rather than driving them, and on at least one occasion directly advised Storytellers to railroad their players. That being the case, I wouldn't be at all surprised if they didn't sell.</p></blockquote><p></p>
[QUOTE="delericho, post: 3399491, member: 22424"] I'm not sure those other games lend themselves to published adventures as well as does D&D. WoD would appear to be far more story, plot and character based, which makes it nigh-impossible to write an adventure that would be generic enough to sell well, GURPS is such a wide game that again narrowing adventures down to the single flavour that people are playing would seem problematic (this would be different if there were some widely-used GURPS settings. One could see a GURPS Discworld-branded adventure, for example, but not just GURPS). I can't speak about Champions, having never played, but doesn't that suffer from a huge power-differential between characters, without the convenient labelling of levels to give a rough guide? In addition, I think perhaps WW may have been burned by the adventures they put out for the old WoD, of which there were quite a few - two 'Diablerie' modules, the Giovanni Chronicles, the Transylvania Chronicles, and Gehenna. I'm not sure how these sold... but the ones I saw were generally rather poor. The Transylvania Chronicles, in particular, suffered from being a bit too plot-heavy, requiring the PCs to observe certain events rather than driving them, and on at least one occasion directly advised Storytellers to railroad their players. That being the case, I wouldn't be at all surprised if they didn't sell. [/QUOTE]
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