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What I'm looking for in commercial adventures
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<blockquote data-quote="Morrus" data-source="post: 5254182" data-attributes="member: 1"><p>Basically, I think you fall right in that "middle ground" - the market which exists but is too small to profit from. </p><p> </p><p>I'm no expert, admittedly, but I see three types of DM in really broad strokes (in this context - obviously DMs, being people, have infinite varations):</p><p> </p><p>1) The DM with little time. Wants a whole campaign which requires little work but provides a fairly good - even if not utterly perfect - experience. It's good for most, but not perfect for any.</p><p> </p><p>2) The DM with a little more time. Wants a whole campaign but is willing to work hard at it in order to make it perfect for him and his group. The AP trusts him to create the encounters, etc., while providing the overall storyline. This is perfect for a few, but awful for most, because it's highly subjective.</p><p> </p><p>3) The DM with plenty of time. He tends to write his own stuff, or really heavily modify pubilshed stuff.</p><p> </p><p>The two biggest groups are (1) and (3). You can't really accomodate (3) because he will change it all anyway; so you write for (1). Group (2) is simply too small a market.</p><p> </p><p>This may have something to do with the ages of players. Many of us are 30+ with full-time jobs and families. In our teenage years we used to design worlds on graph paper and spend hours on our adventures and settings. We simply cannot do that now. I barely get time to briefly read the adventure before my session.</p><p> </p><p>That's partly why I think the AP is in ascendance. The gamers are getting older.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5254182, member: 1"] Basically, I think you fall right in that "middle ground" - the market which exists but is too small to profit from. I'm no expert, admittedly, but I see three types of DM in really broad strokes (in this context - obviously DMs, being people, have infinite varations): 1) The DM with little time. Wants a whole campaign which requires little work but provides a fairly good - even if not utterly perfect - experience. It's good for most, but not perfect for any. 2) The DM with a little more time. Wants a whole campaign but is willing to work hard at it in order to make it perfect for him and his group. The AP trusts him to create the encounters, etc., while providing the overall storyline. This is perfect for a few, but awful for most, because it's highly subjective. 3) The DM with plenty of time. He tends to write his own stuff, or really heavily modify pubilshed stuff. The two biggest groups are (1) and (3). You can't really accomodate (3) because he will change it all anyway; so you write for (1). Group (2) is simply too small a market. This may have something to do with the ages of players. Many of us are 30+ with full-time jobs and families. In our teenage years we used to design worlds on graph paper and spend hours on our adventures and settings. We simply cannot do that now. I barely get time to briefly read the adventure before my session. That's partly why I think the AP is in ascendance. The gamers are getting older. [/QUOTE]
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