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General Tabletop Discussion
*Dungeons & Dragons
Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="krakistophales" data-source="post: 6831122" data-attributes="member: 6775149"><p>I think there are several reasons:</p><p></p><p>1. Its more profitable to sell a 50 dollar "book" every couple months than a 10 or 20 dollar "concept" or "setting", since people are much more likely to buy a complete adventure than a module.</p><p></p><p>2. These days, it's hard enough finding people to play D and D AT ALL, nevermind getting a DM to create an entire world/mythos/setting/storyline with branching options from scratch. They either do a poor job of it, get burnt out after a few months, or simply have no desire to. </p><p></p><p>3. As with the abovementioned getting someone to DM is hard enough, new DMs are often scared brownpants and so they will use the adventure paths as their first few gos at DMing, and once they feel comfortable enough they'll start to branch out on their own.</p><p></p><p>4. Players are even worse. Most players think that selecting the backgrounds in the PHB is already a hassle, and the fact that they have to roll/choose and adhere to the personality traits/bonds/etc. is a nightmare for most twitchy new players these days, so an adventure path that has major choices made for them is a welcome remedy and will actually save many groups from dissolving.</p><p></p><p>5. From what I've seen in my experience and on forums, most groups don't make it past level 12 or so. Most adventure paths are built with that sweetspot in mind. I personally hate this, since the game was designed for 20 levels of play and there's absolutely no reason to not play until then, but that's what seems to be the majority, so they're definitely pandering to the majority demographic with these adventure paths and how they're designed. This also goes into the fact that most groups want to finish a "campaign" in a few months and then roll new characters and a new adventure, rather than having a long, drawn out, legacy campaign like used to be the case.</p><p></p><p>Hope this helps. It's just a sign of the times, and honestly, thank **** they have these adventure paths, because I fear that, without them, a significant margin of new players and DMs would simply pass D and D 5th edition, and tabletop gaming in general, right by.</p></blockquote><p></p>
[QUOTE="krakistophales, post: 6831122, member: 6775149"] I think there are several reasons: 1. Its more profitable to sell a 50 dollar "book" every couple months than a 10 or 20 dollar "concept" or "setting", since people are much more likely to buy a complete adventure than a module. 2. These days, it's hard enough finding people to play D and D AT ALL, nevermind getting a DM to create an entire world/mythos/setting/storyline with branching options from scratch. They either do a poor job of it, get burnt out after a few months, or simply have no desire to. 3. As with the abovementioned getting someone to DM is hard enough, new DMs are often scared brownpants and so they will use the adventure paths as their first few gos at DMing, and once they feel comfortable enough they'll start to branch out on their own. 4. Players are even worse. Most players think that selecting the backgrounds in the PHB is already a hassle, and the fact that they have to roll/choose and adhere to the personality traits/bonds/etc. is a nightmare for most twitchy new players these days, so an adventure path that has major choices made for them is a welcome remedy and will actually save many groups from dissolving. 5. From what I've seen in my experience and on forums, most groups don't make it past level 12 or so. Most adventure paths are built with that sweetspot in mind. I personally hate this, since the game was designed for 20 levels of play and there's absolutely no reason to not play until then, but that's what seems to be the majority, so they're definitely pandering to the majority demographic with these adventure paths and how they're designed. This also goes into the fact that most groups want to finish a "campaign" in a few months and then roll new characters and a new adventure, rather than having a long, drawn out, legacy campaign like used to be the case. Hope this helps. It's just a sign of the times, and honestly, thank **** they have these adventure paths, because I fear that, without them, a significant margin of new players and DMs would simply pass D and D 5th edition, and tabletop gaming in general, right by. [/QUOTE]
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Why (and when) did "Adventure Paths" replace modules?
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