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General Tabletop Discussion
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Publishing modules that don't slot into existing campaigns
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<blockquote data-quote="bloodtide" data-source="post: 9037892" data-attributes="member: 6684958"><p>You should write and publish what you want to and like. Don't fall into the trap that everything must be One Way. </p><p></p><p>The market is full of generic stuff that can be plugged into a generic game. If you sell that you will make a "small and steady" income. </p><p></p><p>But what the market has much less of are unique ideas. That is what many buyers are looking for, not Keep on the Borderlands XXXVI. </p><p></p><p>The vast majority of all DM will alter a published module anyway. There are DM that have Judges Guild Modules from the Time Before Time, that they alter to 5E. Earthshaker is an old D&D module I have use for lots of games: because the giant fantasy mecha is a fairly unique idea.</p><p></p><p>You can always add a conversion section too...</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9037892, member: 6684958"] You should write and publish what you want to and like. Don't fall into the trap that everything must be One Way. The market is full of generic stuff that can be plugged into a generic game. If you sell that you will make a "small and steady" income. But what the market has much less of are unique ideas. That is what many buyers are looking for, not Keep on the Borderlands XXXVI. The vast majority of all DM will alter a published module anyway. There are DM that have Judges Guild Modules from the Time Before Time, that they alter to 5E. Earthshaker is an old D&D module I have use for lots of games: because the giant fantasy mecha is a fairly unique idea. You can always add a conversion section too... [/QUOTE]
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