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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="CapnZapp" data-source="post: 6897533" data-attributes="member: 12731"><p>Also remember that the above discusses print products on one hand and pdf distribution on the other. </p><p></p><p>I think the simplest answer can be summarized as: </p><p></p><p>1) the hidden truth in rpg publishing is that core rulebooks earn money. Adventures never earn money. </p><p>2) the game needs adventures anyway - releasing a game without official adventures is doomed to failure</p><p>3a) lets limit ourselves to the surest bet: huge but few megamodules that everybody buys so we don't lose too much and still fulfil the necessary supply according to 2)</p><p></p><p>and</p><p></p><p>3b) lets leave the "smaller adventures" bit to the fans and 3PP. Even if that means no print products (since if we won't do it, small-time operations sure won't either). But there is PDF.</p><p></p><p>So lets open up an "app store" where people can publish their adventures as low-cost PDFs. We (WotC) wouldn't want to do PDF products anyway, because I) we're in the paper publishing industry and II) PDF products are seldom seen as "big releases" (not official enough, not enough quality, not "tangible" enough)</p><p></p><p>But we can still recoup our costs by skimming 20% (?) on top of what people would do anyway in return for a "safe haven" where they can use our IP safely.</p><p></p><p>A win-win-win scenario for us, the publisher.</p><p></p><p>Still no 32 page modules in our LFGSs for us, the fans, though.</p><p></p><p>And a bewildering array of DMsG offerings of hugely variable quality with next to no critical analysis to help you decide what truly is good.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6897533, member: 12731"] Also remember that the above discusses print products on one hand and pdf distribution on the other. I think the simplest answer can be summarized as: 1) the hidden truth in rpg publishing is that core rulebooks earn money. Adventures never earn money. 2) the game needs adventures anyway - releasing a game without official adventures is doomed to failure 3a) lets limit ourselves to the surest bet: huge but few megamodules that everybody buys so we don't lose too much and still fulfil the necessary supply according to 2) and 3b) lets leave the "smaller adventures" bit to the fans and 3PP. Even if that means no print products (since if we won't do it, small-time operations sure won't either). But there is PDF. So lets open up an "app store" where people can publish their adventures as low-cost PDFs. We (WotC) wouldn't want to do PDF products anyway, because I) we're in the paper publishing industry and II) PDF products are seldom seen as "big releases" (not official enough, not enough quality, not "tangible" enough) But we can still recoup our costs by skimming 20% (?) on top of what people would do anyway in return for a "safe haven" where they can use our IP safely. A win-win-win scenario for us, the publisher. Still no 32 page modules in our LFGSs for us, the fans, though. And a bewildering array of DMsG offerings of hugely variable quality with next to no critical analysis to help you decide what truly is good. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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