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<blockquote data-quote="fredal" data-source="post: 5716869" data-attributes="member: 6684521"><p>Quality would definitely need to be improved back to the levels of the early 80s. The recent stuff has mostly been crap.</p><p> </p><p>The thing that modules would give you is something to market to the nostalgia, time limited, occasional player. Hasbro doesn't need to sell modules to the hard-core gamers - we design our own adventures and once we buy the source books, we're pretty much set. This is the reason for all of the additional class books (as you all are aware). </p><p> </p><p>For the casual player, you're looking at someone who only has a few hours a month (5-6) to play, and minimal time to prepare (i.e. they don't have time or desire to write their own adventures). If you create high quality modules that can be sold for $6-$8 and release 4-5 of them a year, you're looking at a much more constant revenue stream. You also won't see a dilution of the core ruleset - there is no need to release additional core material when you're making profit from the modules. Also, by marketing to the casual group, you'll sell a lot more rulebooks (especially as they bring more casual friends into the group). </p><p> </p><p>I think that this strategy has already been recognized by Hasbro (see essentials, red box release). It's just that the weaknesses in the 4E system prevent it from being fully successful.</p></blockquote><p></p>
[QUOTE="fredal, post: 5716869, member: 6684521"] Quality would definitely need to be improved back to the levels of the early 80s. The recent stuff has mostly been crap. The thing that modules would give you is something to market to the nostalgia, time limited, occasional player. Hasbro doesn't need to sell modules to the hard-core gamers - we design our own adventures and once we buy the source books, we're pretty much set. This is the reason for all of the additional class books (as you all are aware). For the casual player, you're looking at someone who only has a few hours a month (5-6) to play, and minimal time to prepare (i.e. they don't have time or desire to write their own adventures). If you create high quality modules that can be sold for $6-$8 and release 4-5 of them a year, you're looking at a much more constant revenue stream. You also won't see a dilution of the core ruleset - there is no need to release additional core material when you're making profit from the modules. Also, by marketing to the casual group, you'll sell a lot more rulebooks (especially as they bring more casual friends into the group). I think that this strategy has already been recognized by Hasbro (see essentials, red box release). It's just that the weaknesses in the 4E system prevent it from being fully successful. [/QUOTE]
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