Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
New adventures from Wizards - policy reversal!!!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="talien" data-source="post: 1718343" data-attributes="member: 3285"><p>Speaking from personal experience with MonkeyGod Enterprises (MGE)...</p><p></p><p>MGE is no longer publishing d20 anything anymore because they published all kinds of d20 modules. Different levels, different settings, varying levels of quality. I thought they got better as time went on, but then I'm biased. </p><p></p><p>There's a few problems with publishing modules as a d20 publisher:</p><ul> <li data-xf-list-type="ul">1) Modules divide up your market. Only Dungeon Masters need modules. Players AND Dungeon Masters need rules. Modules divide your market by four, five, or six. That's like chopping up crumbs after the pie's already been eaten -- less money to go around in a niche market.</li> <li data-xf-list-type="ul">2) Modules that are generic don't require any brand loyalty. Everyone wants modules, but generic modules don't create any connection between the publisher and the purchaser. MGE never had an established game world and ultimately that hurt them. Established game worlds (like Arcanis, from Paradigm Concepts) sell adventures because they are, in some sense, chapters set in a universe. It's likely reading one big novel. That generates loyalty and interest and, most importantly, lift in the purchases of other products. Like this adventure? Maybe you want to buy the rulebook for that setting. </li> <li data-xf-list-type="ul">3) Modules do the imagination for a game about imagination. It's sort of like selling tapes of past sports events. Part of the excitement of watching a sport is the participation in real time. Similarly, part of the excitement of role-playing is creation. Not every DM wants modules and some only want particular parts to incorporate into their campaigns. Which is certainly understandable, but also makes purchasing trends extremely unpredictable. Maybe one DM buys a book because it has demons in it and his campaign has a demon invasion going on, but the other doesn't have demons at all in his campaign. On the other hand, a general book of rules will probably have something that somebody (player or DM) is interested in. Rulebooks cast a wider net.</li> <li data-xf-list-type="ul">4) Distribution is king. This is an awful, ugly, horrible truth -- great art, fantastic writing, mean absolutely zilcho if the right distribution is missing. MGE didn't have it. Since modules have such a small audience, it's critical it hits the maximum number of potential customers as possible. There's a handful of publishers who can do that. </li> <li data-xf-list-type="ul">5) Dungeon exists. Dungeon produces, for a much better cost ratio, a lot of very slick, very focused adventures for Dungeons & Dragons. It's really hard to compete with that. </li> </ul><p></p><p>I'm sure there's more reasons, but ultimately generic modules for generic D&D (the kind that can be used by any DM for any campaign) require a specific mix of elements, and I think only the largest publishers are able to pull it off. Everything else is brand-specific products marketed to a loyal group of consumers who have already been "screened" by other products and are thus more willing to buy modules set in that campaign setting.</p></blockquote><p></p>
[QUOTE="talien, post: 1718343, member: 3285"] Speaking from personal experience with MonkeyGod Enterprises (MGE)... MGE is no longer publishing d20 anything anymore because they published all kinds of d20 modules. Different levels, different settings, varying levels of quality. I thought they got better as time went on, but then I'm biased. There's a few problems with publishing modules as a d20 publisher: [list] [*]1) Modules divide up your market. Only Dungeon Masters need modules. Players AND Dungeon Masters need rules. Modules divide your market by four, five, or six. That's like chopping up crumbs after the pie's already been eaten -- less money to go around in a niche market. [*]2) Modules that are generic don't require any brand loyalty. Everyone wants modules, but generic modules don't create any connection between the publisher and the purchaser. MGE never had an established game world and ultimately that hurt them. Established game worlds (like Arcanis, from Paradigm Concepts) sell adventures because they are, in some sense, chapters set in a universe. It's likely reading one big novel. That generates loyalty and interest and, most importantly, lift in the purchases of other products. Like this adventure? Maybe you want to buy the rulebook for that setting. [*]3) Modules do the imagination for a game about imagination. It's sort of like selling tapes of past sports events. Part of the excitement of watching a sport is the participation in real time. Similarly, part of the excitement of role-playing is creation. Not every DM wants modules and some only want particular parts to incorporate into their campaigns. Which is certainly understandable, but also makes purchasing trends extremely unpredictable. Maybe one DM buys a book because it has demons in it and his campaign has a demon invasion going on, but the other doesn't have demons at all in his campaign. On the other hand, a general book of rules will probably have something that somebody (player or DM) is interested in. Rulebooks cast a wider net. [*]4) Distribution is king. This is an awful, ugly, horrible truth -- great art, fantastic writing, mean absolutely zilcho if the right distribution is missing. MGE didn't have it. Since modules have such a small audience, it's critical it hits the maximum number of potential customers as possible. There's a handful of publishers who can do that. [*]5) Dungeon exists. Dungeon produces, for a much better cost ratio, a lot of very slick, very focused adventures for Dungeons & Dragons. It's really hard to compete with that. [/list] I'm sure there's more reasons, but ultimately generic modules for generic D&D (the kind that can be used by any DM for any campaign) require a specific mix of elements, and I think only the largest publishers are able to pull it off. Everything else is brand-specific products marketed to a loyal group of consumers who have already been "screened" by other products and are thus more willing to buy modules set in that campaign setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New adventures from Wizards - policy reversal!!!
Top