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*TTRPGs General
Modules, it turns out, apparently DO sell
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<blockquote data-quote="billd91" data-source="post: 5181995" data-attributes="member: 3400"><p>In all fairness, Chill retained that small fanbase despite being out of print most of the time over the last 15-20 years. That's a pretty good record.</p><p></p><p>As far as whether or not he's in the minority, I have mixed impressions. Back when I was a kid, having a small number of core books and tons of modules would have been and was perfect. I had the 1e AD&D hardcovers, some of which (Wilderness/Dungeoneer's Survival Guides, Fiend Folio, Deities and Demigods, Dragonlance Adventures, Oriental Adventures, Manual of the PLanes) saw very sporadic use at the time. But I had bunches of adventures - and we played most of them. We had plenty of time to do so.</p><p></p><p>Now that I'm an adult and have a lot less play time, having a whole ton of adventures is less important because I'm not going to get to them all (or even get close). But I don't really think my preference has changed. Splatbooks are fun, but I really can take them or leave them compared to the adventures. Even if I don't get to run them all, I still prefer to read modules over splatbooks. They're more varied, they inspire my own adventures, and they give me plenty of ideas to try even if I don't use the whole thing. So I don't think I've changed.</p><p></p><p>But for the gamer who comes into the hobby with less time on his hand than I had as a kid, I can understand preferring more source books over modules from the start. I think I can also understand it for players who started with 2e or 3e (or even 4e). All of these editions, particularly once 3e come out, have more focus on character rules as toolkits for building the character you want. With 2e, it was the kits that offered up bits of customization for the PC. 3e added feats and changed multiclassing to enable shopping around for the class powers you wanted. A lot of people are attracted to the lure of more interesting tools to work with (or, frankly, ramp up your power with). The (A)D&D and publishing strategy that conditioned some of us to prefer shelves of adventures over splatbooks may be long gone.</p><p></p><p>The real cypher, I think, in all this is the setting book. Making the division between splatbook and adventure and the expected market is fairly easy, at least conceptually. But settings books tend to somewhat attract DMs and players both. Players like to know more about where they're playing, at least to some degree, but probably not to the degree they may be interested in splatbooks.</p></blockquote><p></p>
[QUOTE="billd91, post: 5181995, member: 3400"] In all fairness, Chill retained that small fanbase despite being out of print most of the time over the last 15-20 years. That's a pretty good record. As far as whether or not he's in the minority, I have mixed impressions. Back when I was a kid, having a small number of core books and tons of modules would have been and was perfect. I had the 1e AD&D hardcovers, some of which (Wilderness/Dungeoneer's Survival Guides, Fiend Folio, Deities and Demigods, Dragonlance Adventures, Oriental Adventures, Manual of the PLanes) saw very sporadic use at the time. But I had bunches of adventures - and we played most of them. We had plenty of time to do so. Now that I'm an adult and have a lot less play time, having a whole ton of adventures is less important because I'm not going to get to them all (or even get close). But I don't really think my preference has changed. Splatbooks are fun, but I really can take them or leave them compared to the adventures. Even if I don't get to run them all, I still prefer to read modules over splatbooks. They're more varied, they inspire my own adventures, and they give me plenty of ideas to try even if I don't use the whole thing. So I don't think I've changed. But for the gamer who comes into the hobby with less time on his hand than I had as a kid, I can understand preferring more source books over modules from the start. I think I can also understand it for players who started with 2e or 3e (or even 4e). All of these editions, particularly once 3e come out, have more focus on character rules as toolkits for building the character you want. With 2e, it was the kits that offered up bits of customization for the PC. 3e added feats and changed multiclassing to enable shopping around for the class powers you wanted. A lot of people are attracted to the lure of more interesting tools to work with (or, frankly, ramp up your power with). The (A)D&D and publishing strategy that conditioned some of us to prefer shelves of adventures over splatbooks may be long gone. The real cypher, I think, in all this is the setting book. Making the division between splatbook and adventure and the expected market is fairly easy, at least conceptually. But settings books tend to somewhat attract DMs and players both. Players like to know more about where they're playing, at least to some degree, but probably not to the degree they may be interested in splatbooks. [/QUOTE]
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