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Why are modules no longer popular
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 702345" data-attributes="member: 1495"><p>I'll second the point concerning the glut in the market.</p><p></p><p>Modules, in general, used to fall into low, medium, and high level campaigns--running from 1st to 12th level, or thereabouts. Slow level progression kept all but the longest running campaigns from moving beyond this--it also meant that a campaign would spend a longer time in each of these categories before moving to the next.</p><p></p><p>Now, not only have these three relatively narrow categories been expanded greatly, due to faster leveling, but the number of publishers has increased as well.</p><p></p><p>Add to this something that I haven't seen mentioned...</p><p></p><p>Before, not only could a publisher be fairly certain that a sizeable portion of the potential market would have campaigns within a given range, they could also be fairly certain of what the typical adventuring party would look like, due to the strong archetypes--an important consideration when attempting to make a fun and balanced adventure. It must be something of a nightmare now to develop an adventure that will be balanced for a party of unknown composition, given the huge range of possible permutations available through multi-classing. I know all this is supposed to be balanced, but that's only true in general. All classes and abilities are not equal in a specific situation--and adventures are nothing if not specific...</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 702345, member: 1495"] I'll second the point concerning the glut in the market. Modules, in general, used to fall into low, medium, and high level campaigns--running from 1st to 12th level, or thereabouts. Slow level progression kept all but the longest running campaigns from moving beyond this--it also meant that a campaign would spend a longer time in each of these categories before moving to the next. Now, not only have these three relatively narrow categories been expanded greatly, due to faster leveling, but the number of publishers has increased as well. Add to this something that I haven't seen mentioned... Before, not only could a publisher be fairly certain that a sizeable portion of the potential market would have campaigns within a given range, they could also be fairly certain of what the typical adventuring party would look like, due to the strong archetypes--an important consideration when attempting to make a fun and balanced adventure. It must be something of a nightmare now to develop an adventure that will be balanced for a party of unknown composition, given the huge range of possible permutations available through multi-classing. I know all this is supposed to be balanced, but that's only true in general. All classes and abilities are not equal in a specific situation--and adventures are nothing if not specific... [/QUOTE]
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