airwalkrr said:
Collectibles sell, period.
Um, no they don't. Some collectibles sell - most flop.
airwalkrr said:
1) To expand the audience of adventures, they ought to include collectibles that appeal to players.
And as a GM, why exactly do I want my players buying the same adventure? So they can tell me they want treasure x and feat y included? Not at my table.
airwalkrr said:
3) Adventures should be released as series adventures, or different levels of a dungeon.
Don't we already have this with Adventure Paths? Which I personally dislike anyway, as they require too much control over what happens in the early adventures, or you end up completely re-writing the later ones (which kind of defeats the whole purpose of an AP). There's a market for these, but it's not universal.
airwalkrr said:
4) To provide variability to adventures and allow DMs the ability to customize their adventures, randomized packs of monsters and villains (and only monsters and villains) would be available for each adventure series including a number of creatures suitable for substitution within the adventure.
You know, I like this idea. It does not, however, require any kind of collectible aspect. Just include the occasional sidebar in the adventure for GM's. For example, one encounter may be with a particular type of undead. The sidebar could give one or more alternatives that the GM might consider using, with suggstions for tactics, flavor, and such. And if the publisher provides the stats for the alternatives as a web enhancement, so much the better.
airwalkrr said:
5) Expansion sets including items, feats, and spells serving as suitable replacements for those in the adventure would be sold.
Ditto.
airwalkrr said:
I think a business model like this would sell like hotcakes...
I don't. Sorry to be so brutal, but I see absolutely no merit in the collectible aspects of your business model - not for GM's, players, or a game company. Airwalker, I like many of the ideas you post on the boards, but - for me at least - this one's a non-starter.