Yes, I mentioned this in my post. I also suggested that it shows Dancey was mistaken in his views about what makes for a viable RPG business model. Do you think that's right? Or is there a difference between Paizo and WotC (eg number of employees) that I'm missing.
I think you are not accounting for the differences in game fundamental design. Yes, Paizo's business model is Adventure based, but it is founded on the appeal of the 3E design. I think Dancey's claim presumed that there would be competition for that part of the market. When 4E was designed with a goal of appealing to the larger masses of people who were not already tabletop gamers, the whole dynamic was thrown off.
I'm obviously just guessing here, but... I think if you could go back in time to when Dancey made that statement and describe the events of recent years he would both stand by his statement and readily agree that Paizo had a great plan. They may appear contradictory on the surface, but the details are everything.
Also - do you have any opinion or insight as to WotC's problem with adventures? I mean, Mike Mearls can write good stuff - look at Penumbra's In the Belly of the Beast! So why is WotC's stuff so dismal?
Keep in mind that I have never bought a single 4E module.
I have for a long time now believed that Mearls is the best game designer currently in the industry. When he worked for Malhavok I joked that Cook was "management" and Mearls was "talent". (And I think Cook is very talented). The only other person I personally rank in his class is Steve Kenson.
So we agree. Mearls is really good.
4E was not designed for ENWorld or RPGnet fans. They wanted us to like it, I'm not saying otherwise. But they wanted us to come along for the ride in a game that was designed for a completely new and much larger audience.
For me, personally, an adventure designed for a game that isn't designed for gamers in the first place is not going to be as good. But that is just me. Clearly people who love 4E also are disappointed in 4e modules. At least in large enough numbers to be significant. [I can't prove this either Hussar, so go ahead and know that I'm wrong. I hereby declare you the victor]
So we can conclude there really is something to 4e modules that is lacking.
Perhaps, just as the game was not designed with ENWorlders in mind as a primary target. The modules are not either. So when we don't like them, it isn't very meaningful.
Obviously we have been around and around about what 4E does and does not do well. And also clearly you have a great deal of history in gaming theorycraft. I think we would both agree that you apply that knowledge and experience when you run 4E. (As does any decent GM running any system)
Now, my position would be that you are compensating for issues inherent to the 4E system. I don't doubt you can make a great gaming experience through doing that. But you as a knowledgeable and experienced "gamer" being part of the process is important. 4E design, and modules, does not assume you or anyone like you will be there. To the contrary, their business goal specifically presumes that for the vast majority of tables, no one like you will be there because they have drawn hordes (no WOW pun intended) of new fans to table top for the first time. So not only is the talent you bring absent, it is specifically designed out because they don't want to burden potential new
gleemaxDDI subscribers away.
So, when we gamers get together and conclude that 4E modules are lacking. Perhaps we are simply wrong. Maybe we are wine snobs saying that Budweiser isn't good wine.