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What's more important: core rules or adventures?
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<blockquote data-quote="Sadrik" data-source="post: 5618351" data-attributes="member: 14506"><p>If you sell coffee, it is a good business model to sell cream and sugar too. As you sell more coffee you sell more cream and sugar. Not every coffee drinker adds cream and or sugar to their coffee but many do. If you can capture those sales you will maximize your saturation of the market and add value to those that do like to drink coffee with cream and or sugar. If you make them go to another vender to buy their cream and sugar, you just lost those residual sales. Because you know they are buying...</p><p></p><p>That said, it seems like these days mega-campaigns, mini-mega campaigns and hardcover adventure extravaganzas are the seemingly viable adventure source for WotC. I harken back to the 1e adventures that were short and sweet, perhaps 8 pages, and very playable as a pick up game. My preferences are stringing a few dungeon magazine sized adventures together rather than a long all encompassing campaign set up by someone else. The bits that go on around the adventures is my providence. To long a published adventure and we lose sight of the context surrounding the adventure itself.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5618351, member: 14506"] If you sell coffee, it is a good business model to sell cream and sugar too. As you sell more coffee you sell more cream and sugar. Not every coffee drinker adds cream and or sugar to their coffee but many do. If you can capture those sales you will maximize your saturation of the market and add value to those that do like to drink coffee with cream and or sugar. If you make them go to another vender to buy their cream and sugar, you just lost those residual sales. Because you know they are buying... That said, it seems like these days mega-campaigns, mini-mega campaigns and hardcover adventure extravaganzas are the seemingly viable adventure source for WotC. I harken back to the 1e adventures that were short and sweet, perhaps 8 pages, and very playable as a pick up game. My preferences are stringing a few dungeon magazine sized adventures together rather than a long all encompassing campaign set up by someone else. The bits that go on around the adventures is my providence. To long a published adventure and we lose sight of the context surrounding the adventure itself. [/QUOTE]
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What's more important: core rules or adventures?
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