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*TTRPGs General
Why are modules no longer popular
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<blockquote data-quote="Celtavian" data-source="post: 706411" data-attributes="member: 5834"><p><strong>Re</strong></p><p></p><p>Modules still exist, in fact, a greater quantity of modules exist than ever before in the history of gaming. There is no lack of modules.</p><p></p><p>WotC is probably steering away from modules because they make less money than other books and if they did modules, they would hurt one of the primary markets of other D20 companies for little to no gain. </p><p></p><p>It seems that more than a few d20 companies make good money off a popular module. My buddy bought a bunch of Necromancer games products just because he liked <em>Rappan Athuk</em> so much. </p><p></p><p>He ran our Greyhawk characters through the module. That just goes to show that a fun module often goes beyond the boundaries of the fantasy world it was created for. </p><p></p><p>Given that there are so many modules out there, I would think it has become more difficult to create a module with this kind of appeal. That is probably why WotC doesn't bother anymore, leaving the chance of a universally popular module to other D20 companies.</p><p></p><p>Even back in the old days, there were only a few truly stand out modules that just about everyone played. The three obvious being <em>Keep on the Borderlands</em>, <em>Temple of Elemental Evil</em> and <em>Against the Giants</em>. </p><p></p><p>Module creation leaves too much to chance. Better to stick with sure products like rule and source books and leave the chance products to other d20 companies.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 706411, member: 5834"] [b]Re[/b] Modules still exist, in fact, a greater quantity of modules exist than ever before in the history of gaming. There is no lack of modules. WotC is probably steering away from modules because they make less money than other books and if they did modules, they would hurt one of the primary markets of other D20 companies for little to no gain. It seems that more than a few d20 companies make good money off a popular module. My buddy bought a bunch of Necromancer games products just because he liked [I]Rappan Athuk[/I] so much. He ran our Greyhawk characters through the module. That just goes to show that a fun module often goes beyond the boundaries of the fantasy world it was created for. Given that there are so many modules out there, I would think it has become more difficult to create a module with this kind of appeal. That is probably why WotC doesn't bother anymore, leaving the chance of a universally popular module to other D20 companies. Even back in the old days, there were only a few truly stand out modules that just about everyone played. The three obvious being [i]Keep on the Borderlands[/i], [i]Temple of Elemental Evil[/i] and [i]Against the Giants[/i]. Module creation leaves too much to chance. Better to stick with sure products like rule and source books and leave the chance products to other d20 companies. [/QUOTE]
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