Rosenet said:
In addition to some of the excellent points brought up in thsi thread regarding market saturation I've read elsewhere over the years that modules don't make money because mostly just DMs buy them. In the 3E model of 4 players and a DM, if only the DM buys the module that's only 20% of the audience. Core rulebooks and setting supplements are potentially bought by everyone in a given gaming group.
This is, however just a model. Of course not just DMs buy modules, and not everyone in every gaming group owns a copy of every core book and supplement. However the core truth remains: fewer people buy (and use) modules then other gaming products.
I don't like the fact that WotC doesn't produce modules, but I understand it from a business perspective.
-Rosenet
What/when was the last WoTC module?
Don't forget they're still doing the free mini-modules on the website.
I was under the impression that modules have never been "popular." They've always been the stepson, haven't they?
As for modules pushing a metaplot, TSR did most of that in novels, occasionally having a module tie-in. Modules were also often used to support a new setting, boxed set, etc.
Yes, they've broken that mold. Otherwise, we'd have the Psionics module, the Vile module, the Planes module, etc., and we don't. The new Adventure Path is in Dungeon. There's no Savage Species tie-in module, and there probably won't be an unapproachable east tie-in, either. Too bad, really.
Like someone up above, I like reading modules -- as a choose-your-own adventure

-- even if I never end up running them. Course, I read a lot more than I play, anyway.
EDIT: Oh yeah, and the whole concept of the "tie-in" module almost requires that the setting/product and the module are released at the same time. I don't think they've got the manpower for that these days.