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Why are modules no longer popular
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<blockquote data-quote="Desdichado" data-source="post: 711907" data-attributes="member: 2205"><p>Sure, it's reductive, and it's also based on past experience perhaps more than current experiences. I've read all three Witchfire modules, and played the first one, though, and those are very highly regarded adventures, and I still feel they fall prey to both foibles at various times throughout the process. In addition, they also face the problem you identify of being quite campaign specific. What then, is the secret to their success?</p><p></p><p>I think my point, even beyond the reductive "binning" I tend to do of modules, is that not only have modules evolved, but I think gaming as a whole has evolved. In the years of 2e, lots of gamers were attracted out of D&D (I know I certainly was, as was literally everyone I game with now) and in many cases they went to games that were White Wolf or GURPS style. White Wolf and GURSPS publish, to the best of my knowledge, <em>no</em> adventures, and relatively little crunch too, for that matter. </p><p></p><p>I think this has had an impact on the gaming population, even for those who didn't migrate to those kind of games systems. More and more gamers aren't wanting the old modules type of experience, they want to do that on their own, and they want a lot of tools around to make it easy to do on their own. In my opinion, this is actually a good thing for gaming: if GMs are tailoring their games to their players instead of just "running them through a module" like we used to get, the end result is more happy gamers.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 711907, member: 2205"] Sure, it's reductive, and it's also based on past experience perhaps more than current experiences. I've read all three Witchfire modules, and played the first one, though, and those are very highly regarded adventures, and I still feel they fall prey to both foibles at various times throughout the process. In addition, they also face the problem you identify of being quite campaign specific. What then, is the secret to their success? I think my point, even beyond the reductive "binning" I tend to do of modules, is that not only have modules evolved, but I think gaming as a whole has evolved. In the years of 2e, lots of gamers were attracted out of D&D (I know I certainly was, as was literally everyone I game with now) and in many cases they went to games that were White Wolf or GURPS style. White Wolf and GURSPS publish, to the best of my knowledge, [i]no[/i] adventures, and relatively little crunch too, for that matter. I think this has had an impact on the gaming population, even for those who didn't migrate to those kind of games systems. More and more gamers aren't wanting the old modules type of experience, they want to do that on their own, and they want a lot of tools around to make it easy to do on their own. In my opinion, this is actually a good thing for gaming: if GMs are tailoring their games to their players instead of just "running them through a module" like we used to get, the end result is more happy gamers. [/QUOTE]
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