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Why are modules no longer popular
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<blockquote data-quote="rounser" data-source="post: 706906" data-attributes="member: 1106"><p>Well, yes. Think the Dragonlance Classics series of modules without the railroading that was their undoing. No-one seems to have been able to do something of that campaign scale yet without similar problems (e.g. Fate of Istus and the excuses to get you to the next city) save perhaps Dead Gods from hearsay - haven't played that. I don't think Adventure Path dirt-venturing campaign counts, either....or if it does, it's a limited and poor example of the possibilities available.</p><p></p><p>I think that part of the failure of the Dragonlance modules lay in trying to cover too much territory. Concentrate all that material in a smaller area (say a kingdom rather than a continent) and there would be a lot less need to railroad the players.</p><p></p><p>Yeah, well CotSQ is a megadungeon, and every one I've played or ran has been too much of a good thing. WotC knows that dungeons sell well (anecdote was that they got higher sales just by sticking "Dungeon Crawl" on the cover of a series of modules), so they'll keep doing that.</p><p></p><p>Given WotC's devotion to the megadungeon, I think third party publishers are the only ones likely to provide a quality product format with regard to "mega-adventures".</p></blockquote><p></p>
[QUOTE="rounser, post: 706906, member: 1106"] Well, yes. Think the Dragonlance Classics series of modules without the railroading that was their undoing. No-one seems to have been able to do something of that campaign scale yet without similar problems (e.g. Fate of Istus and the excuses to get you to the next city) save perhaps Dead Gods from hearsay - haven't played that. I don't think Adventure Path dirt-venturing campaign counts, either....or if it does, it's a limited and poor example of the possibilities available. I think that part of the failure of the Dragonlance modules lay in trying to cover too much territory. Concentrate all that material in a smaller area (say a kingdom rather than a continent) and there would be a lot less need to railroad the players. Yeah, well CotSQ is a megadungeon, and every one I've played or ran has been too much of a good thing. WotC knows that dungeons sell well (anecdote was that they got higher sales just by sticking "Dungeon Crawl" on the cover of a series of modules), so they'll keep doing that. Given WotC's devotion to the megadungeon, I think third party publishers are the only ones likely to provide a quality product format with regard to "mega-adventures". [/QUOTE]
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