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More WotC RPGA D&D content in Dungeon?
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<blockquote data-quote="kenobi65" data-source="post: 2819268" data-attributes="member: 1515"><p>I don't think that RPGA modules, generally speaking, will make good Dungeon modules, without <strong>significant</strong> rework.</p><p></p><p>For one thing, almost all RPGA modules are written to be playable in a single 4-hour convention slot. Most (though certainly not all) Dungeon adventures are written / built to take longer than that to play. For example, "Mad God's Key" (which, btw, was not "based" on a Living Greyhawk adventure; it <strong>was</strong> a Living Greyhawk adventure, that was printed in Dungeon and could be played as an official LG module for some months after that publication) was several times longer than a traditional LG module, but, IIRC, was not particularly "long" by Dungeon standards.</p><p></p><p>And, at least in part due to the time constraint, a lot of RPGA modules are what many players might consider to be "railroady".</p><p></p><p>And, generally speaking, there's a legal hurdle to overcome, and that's publishing rights (as has been discussed in your matching thread over on the RPGA board). Briefly, the standard contracts the RPGA has its authors sign do not give the RPGA (or WotC) any further publication rights after the module retires from official RPGA play...generally, the rights to the module now revert to the author. So, it's not a slam-dunk of "WotC / RPGA has these modules already done, just funnel them over to Dungeon." If RPGA wanted to reprint more modules in Dungeon, they'd need to renegotiate contracts with the affected authors.</p><p></p><p>takasi, I know you're trying, desperately, to figure out how to get more Eberron content in Dungeon. I'm just not sure that this would wind up being a viable way to do it.</p></blockquote><p></p>
[QUOTE="kenobi65, post: 2819268, member: 1515"] I don't think that RPGA modules, generally speaking, will make good Dungeon modules, without [b]significant[/b] rework. For one thing, almost all RPGA modules are written to be playable in a single 4-hour convention slot. Most (though certainly not all) Dungeon adventures are written / built to take longer than that to play. For example, "Mad God's Key" (which, btw, was not "based" on a Living Greyhawk adventure; it [b]was[/b] a Living Greyhawk adventure, that was printed in Dungeon and could be played as an official LG module for some months after that publication) was several times longer than a traditional LG module, but, IIRC, was not particularly "long" by Dungeon standards. And, at least in part due to the time constraint, a lot of RPGA modules are what many players might consider to be "railroady". And, generally speaking, there's a legal hurdle to overcome, and that's publishing rights (as has been discussed in your matching thread over on the RPGA board). Briefly, the standard contracts the RPGA has its authors sign do not give the RPGA (or WotC) any further publication rights after the module retires from official RPGA play...generally, the rights to the module now revert to the author. So, it's not a slam-dunk of "WotC / RPGA has these modules already done, just funnel them over to Dungeon." If RPGA wanted to reprint more modules in Dungeon, they'd need to renegotiate contracts with the affected authors. takasi, I know you're trying, desperately, to figure out how to get more Eberron content in Dungeon. I'm just not sure that this would wind up being a viable way to do it. [/QUOTE]
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