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Why are modules no longer popular
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<blockquote data-quote="tf360" data-source="post: 711290" data-attributes="member: 2105"><p>Another consideration not really discussed yet is the fact that the typical gaming campaign is ongoing and not static. For instance, I run a 9th-11th level campaign using my own adventures. If a company produced a quality 4th-6th level adventure, it may be a great module, but I have no use for it since my campaign is at a higher level or vice versa. While most provide means for "scaling the adventure", I just consider it a major hassle and opt not to buy the adventure. I and I'm going to presume a lot of DM's are not going to create new characters just to partake in a specific module. I think that's one of the factors that people keep harping on when they nostalgically look back on the G-D series from 1st edition. The modules provided a series of interconnected adventures that could be used as a stand-alone module or as one giant mega-adventure lasting from 7th-8th level all the way up to 13th or 14th level. </p><p></p><p>Another reason touched upon is market specialization. Necromancer probably produces more full length adventures than any d20 company but it enjoys a higher market share than most of its counterparts. Other major d20 companies don't want to compete against their specialized niche. Looking at all of the major products categories, i.e. class books, magic sourcebooks, etc., you will notice that most major companies specialize in a particular area with the exception of campaign settings that seem to be fairly universal. To give you an example, I pitched an idea for a class book to one of the companies that I regularly work for. The response that I received from this company (I'm not going to mention which one, but a major one) was that they did not want to compete against their rivals in the class book market. To apply this lesson to modules indicates that few of the other major companies wants to exclusively compete against Necromancer, FDP, Monkeygod and to an extent, WOTC in this category simply because they can find another specialty area that may even prove more profitable, leaving only a handful of the d20 companies to divvy up the module business. Therefore, while most companies still produce some modules, they rely on other speciality areas to generate their profit.</p></blockquote><p></p>
[QUOTE="tf360, post: 711290, member: 2105"] Another consideration not really discussed yet is the fact that the typical gaming campaign is ongoing and not static. For instance, I run a 9th-11th level campaign using my own adventures. If a company produced a quality 4th-6th level adventure, it may be a great module, but I have no use for it since my campaign is at a higher level or vice versa. While most provide means for "scaling the adventure", I just consider it a major hassle and opt not to buy the adventure. I and I'm going to presume a lot of DM's are not going to create new characters just to partake in a specific module. I think that's one of the factors that people keep harping on when they nostalgically look back on the G-D series from 1st edition. The modules provided a series of interconnected adventures that could be used as a stand-alone module or as one giant mega-adventure lasting from 7th-8th level all the way up to 13th or 14th level. Another reason touched upon is market specialization. Necromancer probably produces more full length adventures than any d20 company but it enjoys a higher market share than most of its counterparts. Other major d20 companies don't want to compete against their specialized niche. Looking at all of the major products categories, i.e. class books, magic sourcebooks, etc., you will notice that most major companies specialize in a particular area with the exception of campaign settings that seem to be fairly universal. To give you an example, I pitched an idea for a class book to one of the companies that I regularly work for. The response that I received from this company (I'm not going to mention which one, but a major one) was that they did not want to compete against their rivals in the class book market. To apply this lesson to modules indicates that few of the other major companies wants to exclusively compete against Necromancer, FDP, Monkeygod and to an extent, WOTC in this category simply because they can find another specialty area that may even prove more profitable, leaving only a handful of the d20 companies to divvy up the module business. Therefore, while most companies still produce some modules, they rely on other speciality areas to generate their profit. [/QUOTE]
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