Hussar said:
Sorry, the adventure is from the Savage Tide AP. Ok, could I run STAP in Ravenloft without doing major work?
Zombies, pirates, worship of dark powers, depraved beasts from deep within the earth? Yeah, I'm pretty confident that I could. Obviously the Abyssal stuff would need to be addressed, probably as a nested series of darker domains.
So, I'm going to run a vanilla adventure, with absolutely no spelljamming material.
Well, you'd swap in appropriate races, gods and other fluff. Let's be honest, most modules, even the ones for a given setting, are pretty interchangeable once you sand off that stuff. It's the hooks to the fluff, for the most part, that make an X adventure different from a Y adventure.
And that's a Spelljammer adventure? So, stuffing Dragon's of Despair (Dragonlance) into Oriental Adventures is perfectly acceptable? Or Dark Sun?
Depends on what "perfectly acceptable" means. Is it doable? Yes. Is it likely to be totally recognizable as Dragons of Despair? Maybe, maybe not.
Who needs settings then? What good are they?
They're the source of all the fluff, character concepts and options and all the stuff that happens between modules, which can either be very little time for some groups, or the majority of the campaign for others.
If all you're going to do is run the same generic adventures, why would you remotely bother with a new setting? Complete and utter waste of time and money.
YMMV. My campaign isn't adventure-adventure-adventure. In that scenario, yeah, I think settings
are pretty worthless, and I'd go with a generic PoL setting, or something very simple and adaptable, like Thunder Rift (TSR) or Darkmoon Vale (Paizo).
Look at EVERY setting that didn't get module support - Ghostwalk (what's that?)
A setting that was always intended to be a single sourcebook. It sold and was well-liked by its fans. It succeeded at what it was intended to do.
Oriental Adventures (Yeah, that's popular - so popular the licensee dumped the license)
It's a little more complex than that, given that Rokugan had a preexisting fan base and its own rule set.
Scarred Lands (Bazillion splatbooks, died in 3 years), on and on.
Scarred Lands had adventures.
Look at the settings that are doing pretty well. Dragonlance - modules. Eberron - several modules. Forgotten Realms - 4, 5? modules this year alone. On and on.
Neither of us have access to the sales figures that would let us fairly compare how well MWS' Dragonlance books did compared to WWGS's Scarred Lands did, especially as Dragonlance was the bread and butter for MWS, while WWGS has many lines to pay attention to.
Modules make DM's want to run settings. If DM's don't want to run the setting, the setting doesn't get run.
That's certainly true of some DMs. I'm guessing you're one of them, for one.
It's not true of others. Most of the nations and regions of Mystara never had a module set there -- I suspect most were in Karameikos, if you totaled them all up -- but people have been playing campaigns there that have lasted 20 or more years. Ditto the World of Greyhawk and most regions of the Forgotten Realms.
It is accurate to say that module support for a setting is very important
for you. It is not accurate to say it's important in general -- that's a matter of opinion at best.