Publishing Modules

arnwyn said:


(I'm leery of other companies, as I don't trust them and I am unsure of how adaptable their adventures are - for example, I don't use any of 3e's "halfling paladin" and "dwarven wizard" nonsense. And I despise pdfs/electronic format products.)

I agree the companies you mentioned have solid adventures, may I suggest Mystic Eye Games and Thunderhead Games line adventures as well :D
Innovative and fun, we have a few as well as a slew of other stuff.
 

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Hal,

What does MEG/THG think about my suggested cross-publisher adventure idea?

(Also, when ya gonna email me? :P)
 

Given the fact that rulebooks have a longer shelf life than modules do (or seem to, given the sales figures I've seen), it makes more sense for hardcopy publishers to want to concentrate on them. However, I would tend to think that regularly released adventures would be a direction that PDF publishers would be *perfectly* positioned to exploit.

Regularly released PDF adventures would seem to me to be a better idea than releasing "crunchy bits" rulebooks as PDFs...but it seems that the majority of PDFs are following the hardcopy trends (more rules) as well.

Hmmmm.


GMS
 

Regularly released PDF adventures would seem to me to be a better idea than releasing "crunchy bits" rulebooks as PDFs...but it seems that the majority of PDFs are following the hardcopy trends (more rules) as well.


What about Dire Kobold? They are (reportedly) going to be publishing one adventure a week starting in December. From what I understand these are going to be in PDF format available by subscription to their website. The one magazine that I subscribe to as well is Dungeon magazine and have loved every issue. There is always something I can use in every issue, and in the past few years the quality of the submissions has risen considerably.
I never pay too much attention to most of the new modules out there (although there are exceptions), but I love the adventures I can find in Dungeon and hopefully in Dire Kobold as well. In my campaign I use selected adventures to strengthen story lines or to flesh out new areas that I will want to go to later. And you can't beat the price. Dungeon gives me between 30-36 adventures with critical threats and maps of mystery for 23 bucks. That's about .70 cents an adventure. Dire Kobold is offering 52 adventures for $25 bucks a year. That's less than .50 cents a pop. While I may not use all of them, or even most of them, it is still where I'm getting the most bang for my buck!
 

As far as I know, DireKobold.com is still on track to begin offering adventures on time, as stated. I've spoken with Ross recently and all seems to be on target - he's very excited about it all, suren! :)
 

kaiscomet said:
What about Dire Kobold? They are (reportedly) going to be publishing one adventure a week starting in December. From what I understand these are going to be in PDF format available by subscription to their website. The one magazine that I subscribe to as well is Dungeon magazine and have loved every issue. There is always something I can use in every issue, and in the past few years the quality of the submissions has risen considerably.

I completely agree with you about Dungeon, although I've never heard of Dire Kobold before. I'll have to check them out.

Basically, though, what I'm saying is I'd like to see more PDF publishers releasing adventures, rather than rules supplements, because I think the format (PDF) is better suited to "disposability".

GMS
 

A different take on Mega-Modules . . .

What would I like to see?

Mega-adventures not in the sense of how many levels you go up, but in terms of depth, flexibility, and ease-of-use.

For instance, the adventure might be 96 pages that covers the same amount of territory as a typical 48-page module. But:

1. Instead of being usable over just a limited range of three levels (say, 4 to 6), it can be used at a wide range of levels (say, with a prime focus on 4 to 6, but usable at levels 1 to 10). All necessary adjustments for EL’s, CR’s, treasure, and DC’s are included (probably in appendixes), and notes on special considerations when used at various levels.

2. Include notes to create a “living world” effect. How do creatures and NPC’s react to various PC actions? How do they interrelate to one another? How do creatures react if surprised? If they have time to prepare? If the PC’s react and retreat? What about reinforcements? What about some NPCs which are not integral to the main plot, but with some interesting notes to still make them three dimensional?

3. Include notes to help the DM adjudicate a wide range of possible PC actions. Most adventures seem to assume the main PC tactic is to charge in with spells flying and swords swinging. What if the PCs attempt to gather information? (Any medium-to-high level module should explicitly deal with all the common info gathering methods available to PCs. Everything from scrying to Legend Lore to ethereal scouting). What if they attack from an unexpected direction (including passing through walls, teleport, etc.). What if they infiltrate the enemy ranks? Attempt a parley?

4. And finally, for the biggest request of them all: make all this information easy to use. Minimize having to flip to three different places to find what you need. When including a lot of details, prefix it with a quick-read summary. Pay attention to the proper use of layout of whitespace (leave enough space for the DM to write in their own notes). Include photocopy-able handouts when needed.

-- tmaaas
 
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I don't remember which issue it was in, but I remember reading a letter to the editor in a Dungeon magazine some time back. The person said that they used the adventures they wanted to run as the basis for their campaign world. If a location appeared in an adventure, they would integrate it with their world, and then they would connect all the locations together and give the setting governments or overarching struggles that were compatible with the adventures. It's a really cool approach to building a world, and something I've thought about trying myself sometime.

Eventually I think that some of the publishers will come back to adventures and crank more of them out. There are so many sourcebooks and rulebooks out there right now, and with more on their way all the time, you get to a point where the new rules aren't really adding enjoyment to the game. Adventures are great because they take all the rules that have been introduced and apply them in a usable scenario.

Anyway, I have so far purchased everything from Necromancer Games. I also make it a point to buy Malhavoc's adventures, and I also buy Mystic Eye's adventures as well. Fiery Dragon has some good ones out there, but I haven't seen anything besides counters from them since their split woth Sword and Sorcery Studios.
 

Re: A different take on Mega-Modules . . .

tmaaas said:
What would I like to see?
I'm glad to see someone's looking for what you've described, since that what I've always wanted, and because it's what I'm working on providing.

Good news for me! :)
 

Further thoughts on publishing adventure

I've been giving the matter more thought. It seems like the big problem with publishing adventures is that by their nature, modules are low volume products. In a group with 6 players, only one will buy an adventure. Fortunately for adventure publisher, history suggests that this is the one player who will buy the most product over his gaming life. (The DM is the one with all the core books, most approved rulebooks, etc)

To reflect this, I think adventure publishers should take the approach that other low volume producers should take: a premium product at a premium price.

In other words, an adventure should include lots of stuff that no GM in his right mind could ever do on his own for a game session. This includes properly built props, illustrations, maps you can just lay down on the gaming table and use in place of battlemats. I think that with the inclusion of all these to the product, a well-designed, well written adventure can command a premium price, and sell profitably even at low volumes. It's probably not even too risky a business enterprise, since you can say, print at most 500 copies and test the waters to see if this will work. And if those 500 copies sell out, you'll create such a big buzz that demand for the next premium adventure would go through the roof.

Hopefully, as the rulebook glut proceeds this will be an attractive path for some of the publishers to try.
 

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