The "Apparently, Modules DO sell" thread has been an interesting read and it got me thinking about the status of modules in the industry.
WotC's approach in 3e was, primarily, a limited run of modules. Towards the end of 3e, we got some super-module hardbacks & an introduction to the Delve format. They encouraged 3PPs to do the module writting publication heavy-lifting and by all accounts, it worked as most of the 3e "classics" are viewed to have come from the 3PP community (see below).
On the downside, however, 4e's modules have fared far worse in the realm of public opinion -- mixed opinions at best; deemed inferior at worst. The recent solicitation for input on how to make things better, while commendable, underscores that a problem -- or at least a perceived problem -- exists.
Goodman Games & Necromancer Games went for old-school feel. Necromancer focused on the more mature 1st Edition un-sanitized topics while Goodman strove to capture the nostalgia of the AD&D module presentation & style.
Paizo, building off their tenure on Dungeon, delivering story-driven adventures culminating with the creation of the Adventure Path. Now, 2 of the pillars of Paizo's business plan are APs and Gamemastery modules.
When I look through the modules I like/love, the following have to be there: interesting NPCs, plot lines & stories that I enjoy reading and that will entice my players to pursue the adventure, & maps & locales are the 3rd pillar. That 3rd pillar is often the weakest - but when it's as strong as the first pillars (as with Paizo's production values), they elevate the whole package. When an adventure has all 3 in equal measure, I'm a happy GM.
You know what I care very little about? Formatting. I don't care if all of the NPC and monster stats are collected in an Appendix or dispersed throughout the module. I don't think the Delve format revolutionized anything. In the 3e Ravenloft hardback, I felt it made for a complicated mess.
So what makes or breaks a module in your view? Plot, presentation, stat-block accuracy, Delve format, etc.?
Examples from my library:
Great: original Ravenloft, Escape from Old Korvosa
Good: Burnt Offerings, Grey Citadel, Crypt of the Everflame
Avg: 3e Ravenloft hardback, Forge of Fury
Poor: Keep on the Shadowfell
WotC's approach in 3e was, primarily, a limited run of modules. Towards the end of 3e, we got some super-module hardbacks & an introduction to the Delve format. They encouraged 3PPs to do the module writting publication heavy-lifting and by all accounts, it worked as most of the 3e "classics" are viewed to have come from the 3PP community (see below).
On the downside, however, 4e's modules have fared far worse in the realm of public opinion -- mixed opinions at best; deemed inferior at worst. The recent solicitation for input on how to make things better, while commendable, underscores that a problem -- or at least a perceived problem -- exists.
Goodman Games & Necromancer Games went for old-school feel. Necromancer focused on the more mature 1st Edition un-sanitized topics while Goodman strove to capture the nostalgia of the AD&D module presentation & style.
Paizo, building off their tenure on Dungeon, delivering story-driven adventures culminating with the creation of the Adventure Path. Now, 2 of the pillars of Paizo's business plan are APs and Gamemastery modules.
When I look through the modules I like/love, the following have to be there: interesting NPCs, plot lines & stories that I enjoy reading and that will entice my players to pursue the adventure, & maps & locales are the 3rd pillar. That 3rd pillar is often the weakest - but when it's as strong as the first pillars (as with Paizo's production values), they elevate the whole package. When an adventure has all 3 in equal measure, I'm a happy GM.
You know what I care very little about? Formatting. I don't care if all of the NPC and monster stats are collected in an Appendix or dispersed throughout the module. I don't think the Delve format revolutionized anything. In the 3e Ravenloft hardback, I felt it made for a complicated mess.
So what makes or breaks a module in your view? Plot, presentation, stat-block accuracy, Delve format, etc.?
Examples from my library:
Great: original Ravenloft, Escape from Old Korvosa
Good: Burnt Offerings, Grey Citadel, Crypt of the Everflame
Avg: 3e Ravenloft hardback, Forge of Fury
Poor: Keep on the Shadowfell