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My love letter to WotC
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<blockquote data-quote="Steel_Wind" data-source="post: 5439099" data-attributes="member: 20741"><p>D&D has been tied to module support very closely over the length of its production run. Other large popular RPGs have as well during the 80s and 90s. <em>Call of Cthulhu</em>? TONS of Modules and complete campaigns. <em>Rolemaster</em>? Lots of Modules again. <em>Traveller</em>? The same.</p><p></p><p><em>7th Sea</em>, <em>Spycraft</em> and <em>Legend of the Five Rings</em>? No. But these are <u>minor</u> RPGs in the grand scheme of the hobby. <em>World of Darkness</em>, a large RPG in its day, was a different type of RPG where the focus was on roleplaying far more than tactical combat or investigation. There is a reason the game appealed to female players in vastly larger numbers than other games - and this was one of those reasons.</p><p></p><p>In the Naughties, there were a slew of modules for 3.xx. There continue to be a large number of modules for Pathfinder. </p><p></p><p>But 4E? No. WotC wants to sell rules, which, given their profit expectations, means they flood the market with far too many rulebooks in too brief an aperture of time -- and then that same drive for high profits motivates them to revise, reset and resell those rules earlier in that edition's run than they would if they were otherwise making money with modules and extensive campaign material. That's their current business model, like it or not.</p><p></p><p>In contrast, Pathfinder has an entrenched and profitable line of adventures that supply an incredibly large volume of adventure material for the game. Paizo has made a <u>deliberate choice</u> to avoid flooding the market with rule books in a small period of time. Their adventure and setting products are instead expected to fill in that revenue stream over a longer course of time.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5439099, member: 20741"] D&D has been tied to module support very closely over the length of its production run. Other large popular RPGs have as well during the 80s and 90s. [I]Call of Cthulhu[/I]? TONS of Modules and complete campaigns. [I]Rolemaster[/I]? Lots of Modules again. [I]Traveller[/I]? The same. [I]7th Sea[/I], [I]Spycraft[/I] and [I]Legend of the Five Rings[/I]? No. But these are [U]minor[/U] RPGs in the grand scheme of the hobby. [I]World of Darkness[/I], a large RPG in its day, was a different type of RPG where the focus was on roleplaying far more than tactical combat or investigation. There is a reason the game appealed to female players in vastly larger numbers than other games - and this was one of those reasons. In the Naughties, there were a slew of modules for 3.xx. There continue to be a large number of modules for Pathfinder. But 4E? No. WotC wants to sell rules, which, given their profit expectations, means they flood the market with far too many rulebooks in too brief an aperture of time -- and then that same drive for high profits motivates them to revise, reset and resell those rules earlier in that edition's run than they would if they were otherwise making money with modules and extensive campaign material. That's their current business model, like it or not. In contrast, Pathfinder has an entrenched and profitable line of adventures that supply an incredibly large volume of adventure material for the game. Paizo has made a [U]deliberate choice[/U] to avoid flooding the market with rule books in a small period of time. Their adventure and setting products are instead expected to fill in that revenue stream over a longer course of time. [/QUOTE]
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