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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
My Business Model For 4e
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<blockquote data-quote="Ranger REG" data-source="post: 3752452" data-attributes="member: 533"><p>If you are referring to stat cards of unique arms, armor or weapon that are not featured in the core rulebooks...</p><p></p><p>THAT can make adventure modules appealing. You need to randomize the item cards for each copies of the adventure module product though. For example, no two <em>Keep on the Borderlands</em> adventure modules would have the same exact set of item cards.</p><p></p><p></p><p>One-shot adventure (i.e., an adventure can can be run in one session of 3-4 hours) is good but not profitable (though Goodman Games can dispute that).</p><p></p><p></p><p></p><p>See my response to #1 above.</p><p></p><p></p><p>Unfortunately, the only person buying those sets would be the DM, which would account just 1 out of 4 customers in an average gaming group.</p><p></p><p></p><p>Need elaboration, unsure how to apply this to a <em>D&D</em> game or character-building.</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 3752452, member: 533"] If you are referring to stat cards of unique arms, armor or weapon that are not featured in the core rulebooks... THAT can make adventure modules appealing. You need to randomize the item cards for each copies of the adventure module product though. For example, no two [i]Keep on the Borderlands[/i] adventure modules would have the same exact set of item cards. One-shot adventure (i.e., an adventure can can be run in one session of 3-4 hours) is good but not profitable (though Goodman Games can dispute that). See my response to #1 above. Unfortunately, the only person buying those sets would be the DM, which would account just 1 out of 4 customers in an average gaming group. Need elaboration, unsure how to apply this to a [i]D&D[/i] game or character-building. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
My Business Model For 4e
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