Publishing Modules

Brudewollen

First Post
I hope I'm not repeating an old thread, but I couldn't find this topic...

What is the consensus opinion on the market for new store bought modules? I know there was a huge glut of these a while back, but it seems to have abated (or is it just my imagination).

Do they sell well? Are there sales figures out there for this? What types of modules sell the best? Are stores even willing to carry new modules from new/minor 3rd party publishers?

I know they will generally sell less then other types of books because the market is mostly going to be DMs, not as much players.

What are your thoughts on a very role play heavy adventure, as opposed to a more combat oriented adventure - would there be any market for it? What I mean is, what if a D&D module was published that was more like an adventure from the Storyteller series (Vampire:The Masquerade, especially) as opposed to traditional D&D modules?

Any thoughts/insight would be appreciated.

Thanks,
 

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Modules also have the two added problems that they're typically only usable for a limited level range and that most GMs run home-brew scenarios anyway. My feeling is that there's a market for scenarios and if you can figure out how to tap into it that's a market that won't go away but you need to figure out how to solve the above two problems to make it fly.
 

Glut, glut, glut.

However, a roleplay-heavy adventure is a rarity -- not to mentions GMs and players who know **how** to roleplay. How about a d20 product that gives suggestions and tips about roleplaying first, and a module second? Pick up a copy of Orcfest for an idea of how a teaching adventure would work.


Cedric.
aka. Washu! ^O^
 

ced1106 said:
Glut, glut, glut.

Actually I don't think there is a glut for modules; only a couple companies even publish those things anymore. The problem is just that they have such a tiny audience.
 

Well, I don't see the glut out there anymore, and I very much like them. If I hear about an adventure coming out and I read some positive reviews about it, there's a pretty good chance I'll be picking it up.

Of course just because I like them, that doesn't mean that they sell well. It's kind of a shame really.

One of the funny things about this issue is that despite the fact that people are buying a lot of rules related material right now, when asked what their all-time favorite products are, many of them mention classic TSR modules.
 
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It's an interesting conundrum, really. At first, they were the easiest thing to do, so every d20 company did it (and, there was a clear need for them, because WotC didn't put any out immediately, and even then could only put out so many).

Then d20 publishers discovered 2 things:

1. There was quickly a glut.

2. For various reasons (many deliniated above), adventures don't sell as well as rulebooks.

But now there is a massive glut of rulebooks. Ironically, while they might have sold better than modules, there is probably always some interest in new adventures but how many books about class X or race Y do we need? Topics for adventures are limitless, but rulebooks are indeed more limited.

As the d20 industry literally chokes on the the vast number of products out there on the shelves, there is indeed a lack of new adventures. This is a particular shame because when most of those adventures came out in the glut, most of the writers were not yet proficient with the rules. Now that many writers truly have mastered the rules, they're writing more rules, not adventures.

It's my belief that a company right now (probably not a brand new company, since it's practically impossible to get noticed/established at the moment) could make a decent go of producing a nice line of high-quality adventures. But they would really have to be something special--something beyond what we've seen before (although I'm not talking about gimmicks here--gimmicks never last). It's not a get rich quick scheme, but someone could make a go of it.

What's more, the industry needs this to happen. Players can't use 87 gagillion rulebooks if they don't have any adventures to use them with.
 

Brudewollen, you might want to check out Penumbra's "The Last Dance" for a example of a role-playing heavy module. Otherwise, I think it is up to the particular gaming group to decide how much role-playing goes into any scenario.

I buy A LOT of modules, in order to use them in my campaigns as they are (with tweaks, of course), as sources of inspiration for what I develop myself, and to learn how to use the d20 system at different levels. I think some publishers are really getting their 'style' down regarding the kinds of modules they publish. I am also picky regarding what I buy, because of what Monte mentioned regarding knowing the rules. I always glance through a module before buying it, and I also buy modules for DMs I game with for their own edification and inspiration.

Regarding rules-books, I rely on two publishers, with a smattering of a third thrown in from others, but I really think that there is beginning to be an overload of, shall we say, options, out there. I pretty much have what I need in terms of rules and options and now focus on modules and settings supplements that complement my world.
 


Monte At Home said:
As the d20 industry literally chokes on the the vast number of products out there on the shelves, there is indeed a lack of new adventures. This is a particular shame because when most of those adventures came out in the glut, most of the writers were not yet proficient with the rules. Now that many writers truly have mastered the rules, they're writing more rules, not adventures.
This is a big problem, indeed. In the beginning, there were many adventures on the market that suffered from lots of rules errors, bad layout, and extremely bad editing. It didn't really help that some of these products got pretty good ratings in the reviews, nevertheless. At least in my regard, some companies managed to destroy their reputation because of these products (I won't tell names here ;)). Even nowadays, this means that I got extremely picky as far as modules are concerned.

What I want to say is that these bad experiences from the starting days of d20 still overshadow today's market. You have to produce a really outstanding adventure in order to overcome this initial hesitation of the dear customers.
 

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