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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="Jester David" data-source="post: 6897802" data-attributes="member: 37579"><p>Could you name them then? </p><p>Honestly, I can only think of <20 published adventures for the entire duration of 4e, let alone just the first two years. Unless we're including <em>Dungeon</em>.</p><p></p><p></p><p>So you'd be happy with a 256-page adventure with five levels of adventure? </p><p></p><p>The listed adventures all feature a narrow level range because the products are small. The two go hand-in-hand. </p><p></p><p></p><p>But you're giving a list of adventures published over a span of eight years including small encounters published on the website (likely content cut for space) and small experimental products quickly abandoned (Fantastic Locations series). </p><p></p><p>If WotC felt they could make more money making small adventure <em><strong>they would</strong></em>.</p><p></p><p></p><p>Larger mega-adventures are desirable for a couple reasons. </p><p>One, they're a full campaign. If you're busy or don't know how to write adventures, it's months of gameplay. </p><p></p><p>Two, they're a story. You can enjoy them just by reading. You "play" the adventure twice that way: once in your head as you guess what the party will do, and again at the table when they invariably do something else. </p><p>Even if you can play, you can engage in the hobby by buying the same adventures. </p><p></p><p>Third, you can pillage them for content: dungeons, locations, NPCs, monster stats, or simply ideas. It's not any harder to mentally cut away text in a module; it's arguably just as easy as adding the story necessary to connect a story-less module to a campaign. If I can add a slavers module or the <em>Steading of the Hill Giant Chief</em> to my game I can add the hunting lodge from <em>Hoard of the Dragon Queen</em> or the hill giant lodge from SKT.</p><p></p><p>Fourth, from a brand standpoint, larger stories are easier to coordinate events across multiple types of media: the video games, miniatures, comics, board games, novels, etc. So a fan of one is incentivized to look for other products.</p><p>This also creates a sustained shared dialogue. Everyone in the community is talking about the same thing at the same time, and can share stories of their experience with the adventure. </p><p></p><p></p><p>And I'd like a boxed set with a sturdy cardboard box, a cloth map, and several large books for a price similar to what I remember paying in high school. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>WotC is a business, not a charity. If they did whatever we wanted without concern for efficiency and what would sell they'd go out of business and the D&D brand would vanish, joining the ranks of forgotten Hasbro brands like Visionaries, MASK, Inhumanites, Glo Friends, and so many more. </p><p></p><p>And the thing is, it's not just WotC, it's retailers. They talked with several store owners who complained that the small adventures are harder to sell because they're invisible when stored on shelves. </p><p>Plus the classical modules with their loose covers, maps, and such tended to be shrinkwrapped. Which made it impossible to flip through the product in the store. You have to buy sight unseen.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6897802, member: 37579"] Could you name them then? Honestly, I can only think of <20 published adventures for the entire duration of 4e, let alone just the first two years. Unless we're including [I]Dungeon[/I]. So you'd be happy with a 256-page adventure with five levels of adventure? The listed adventures all feature a narrow level range because the products are small. The two go hand-in-hand. But you're giving a list of adventures published over a span of eight years including small encounters published on the website (likely content cut for space) and small experimental products quickly abandoned (Fantastic Locations series). If WotC felt they could make more money making small adventure [I][B]they would[/B][/I]. Larger mega-adventures are desirable for a couple reasons. One, they're a full campaign. If you're busy or don't know how to write adventures, it's months of gameplay. Two, they're a story. You can enjoy them just by reading. You "play" the adventure twice that way: once in your head as you guess what the party will do, and again at the table when they invariably do something else. Even if you can play, you can engage in the hobby by buying the same adventures. Third, you can pillage them for content: dungeons, locations, NPCs, monster stats, or simply ideas. It's not any harder to mentally cut away text in a module; it's arguably just as easy as adding the story necessary to connect a story-less module to a campaign. If I can add a slavers module or the [I]Steading of the Hill Giant Chief[/I] to my game I can add the hunting lodge from [I]Hoard of the Dragon Queen[/I] or the hill giant lodge from SKT. Fourth, from a brand standpoint, larger stories are easier to coordinate events across multiple types of media: the video games, miniatures, comics, board games, novels, etc. So a fan of one is incentivized to look for other products. This also creates a sustained shared dialogue. Everyone in the community is talking about the same thing at the same time, and can share stories of their experience with the adventure. And I'd like a boxed set with a sturdy cardboard box, a cloth map, and several large books for a price similar to what I remember paying in high school. ;) WotC is a business, not a charity. If they did whatever we wanted without concern for efficiency and what would sell they'd go out of business and the D&D brand would vanish, joining the ranks of forgotten Hasbro brands like Visionaries, MASK, Inhumanites, Glo Friends, and so many more. And the thing is, it's not just WotC, it's retailers. They talked with several store owners who complained that the small adventures are harder to sell because they're invisible when stored on shelves. Plus the classical modules with their loose covers, maps, and such tended to be shrinkwrapped. Which made it impossible to flip through the product in the store. You have to buy sight unseen. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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