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General Tabletop Discussion
*TTRPGs General
Why are modules no longer popular
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<blockquote data-quote="tf360" data-source="post: 706423" data-attributes="member: 2105"><p>I'm not sure if the product that you're discussing is a module or a mini-campaign setting at that point. For example, the FRCS detailed specific areas of the Realms and then provided several adventure hooks. I can't imagine that anyone forked up $40 for some adventure hooks. </p><p></p><p>When it comes down to it, most DM's buy modules for one reason, time. They simply don't have the time to write their own material. So providing a product that provides adventure hooks, doesn't really solve the time matter. I'm certain that given the preference, 90% of DM's would opt to gamemaster their own material because it is tailor made for their campaign and they are intimately familiar with it. They can create whatever location or monster template that they want, stock it with any treasure that they want, etc. etc. Most DM's have enough talent to create an interesting story line and a good setting, while only a handful have the ability to craft sourcebooks and other generic products. </p><p></p><p>I'm also a little skeptical about the success of the mega adventure. I think that a better approach to the mega adventure is a series of interconnected adventures that work both as a massive adventure and as independent adventures in a specific location. The mega adventure can detail the location, while providing additional campaign hooks and potential adventuring ideas in addition to the adventures themselves. The last mega adventure that I was involved with, CotSQ at GenCon, was terribly disappointing. Albeit, I only ran the prologue section of the adventure, however running it for four hours was painful enough, let alone doing it for multiple sessions.</p></blockquote><p></p>
[QUOTE="tf360, post: 706423, member: 2105"] I'm not sure if the product that you're discussing is a module or a mini-campaign setting at that point. For example, the FRCS detailed specific areas of the Realms and then provided several adventure hooks. I can't imagine that anyone forked up $40 for some adventure hooks. When it comes down to it, most DM's buy modules for one reason, time. They simply don't have the time to write their own material. So providing a product that provides adventure hooks, doesn't really solve the time matter. I'm certain that given the preference, 90% of DM's would opt to gamemaster their own material because it is tailor made for their campaign and they are intimately familiar with it. They can create whatever location or monster template that they want, stock it with any treasure that they want, etc. etc. Most DM's have enough talent to create an interesting story line and a good setting, while only a handful have the ability to craft sourcebooks and other generic products. I'm also a little skeptical about the success of the mega adventure. I think that a better approach to the mega adventure is a series of interconnected adventures that work both as a massive adventure and as independent adventures in a specific location. The mega adventure can detail the location, while providing additional campaign hooks and potential adventuring ideas in addition to the adventures themselves. The last mega adventure that I was involved with, CotSQ at GenCon, was terribly disappointing. Albeit, I only ran the prologue section of the adventure, however running it for four hours was painful enough, let alone doing it for multiple sessions. [/QUOTE]
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Why are modules no longer popular
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