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What do you look for when you purchase an Adventure Module?
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<blockquote data-quote="Steel_Wind" data-source="post: 2181420" data-attributes="member: 20741"><p>I could get into a long involved analysis of the adventure, the plot and so forth.</p><p></p><p>And all of that is true if I'm browsing products I already have. I agree completely with the above on all of those scores.</p><p></p><p>But that's not being honest as far as an "on the rack" test goes.</p><p></p><p>That comes down to four things, 3 out of 4 is a probable. 4 out of 4 is a certain purchase:</p><p></p><p>1 - Maps. If the maps aren't cool, I'm not buying it. Period. Nothing will persuade me to buy an adventure if the maps aren't cool.</p><p></p><p>2 - Cover art: Don't get me wrong, <span style="color: SandyBrown"><em>Black Sails over Freeport</em></span> is kind of a cool adventure, but there's better out there. But a big fat book with a rocking cover and the promise of depth? I'm there. I'm looking at it now .. I picked it up off the shelf and I'm interested.</p><p></p><p>And that is 80% of the battle. 9 out of 10 of their competitors didnt get me that far.</p><p></p><p>3- Basic plot description: You've got about 100 words on the back of the cover and 15 seconds to hook me in. Use your time wisely and your words well.</p><p></p><p>4- The page count: If you are above 100 pages, I am impressed and interested. Less than that - nope. I have 122 issues of Dungeon and a ridiculously <em>silly</em> amount of 1st and 2 ed material to mine for short adventures. Go big or stay home.</p><p></p><p>IF you get all of the above right, I'm buying it. </p><p></p><p>That does not mean of course that I am necessarily going to like it. But I WILL buy it. Ultimately, liking or not liking the adventure, the writing style and encounter descriptions etc... these things are all important, but are essentially "after purchase" discoveries.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2181420, member: 20741"] I could get into a long involved analysis of the adventure, the plot and so forth. And all of that is true if I'm browsing products I already have. I agree completely with the above on all of those scores. But that's not being honest as far as an "on the rack" test goes. That comes down to four things, 3 out of 4 is a probable. 4 out of 4 is a certain purchase: 1 - Maps. If the maps aren't cool, I'm not buying it. Period. Nothing will persuade me to buy an adventure if the maps aren't cool. 2 - Cover art: Don't get me wrong, [COLOR=SandyBrown][I]Black Sails over Freeport[/I][/COLOR] is kind of a cool adventure, but there's better out there. But a big fat book with a rocking cover and the promise of depth? I'm there. I'm looking at it now .. I picked it up off the shelf and I'm interested. And that is 80% of the battle. 9 out of 10 of their competitors didnt get me that far. 3- Basic plot description: You've got about 100 words on the back of the cover and 15 seconds to hook me in. Use your time wisely and your words well. 4- The page count: If you are above 100 pages, I am impressed and interested. Less than that - nope. I have 122 issues of Dungeon and a ridiculously [I]silly[/I] amount of 1st and 2 ed material to mine for short adventures. Go big or stay home. IF you get all of the above right, I'm buying it. That does not mean of course that I am necessarily going to like it. But I WILL buy it. Ultimately, liking or not liking the adventure, the writing style and encounter descriptions etc... these things are all important, but are essentially "after purchase" discoveries. [/QUOTE]
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What do you look for when you purchase an Adventure Module?
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