Astraldrake said:
Module writing is, IMO, dead at WotC.
Ryan Dancey laid it out for us a couple of months back. One of the big gains of the open-game license was supposed to be that WotC could step back from adventure publication and let third-party publishers go nuts cranking out modules for the consumer. It was not an illogical decision, after all, because they'd just be publishing material that countless DM's had already gone to the effort of putting together. Surely every DM has their pet-project that they wish they could share with the community at large and bask in their appreciation.
But a great deal of the third-party publishers aren't doing that. They're publishing their own settings with supplemental rules material, loaded chock-full of ill-conceived and poorly-designed feats, spellls, and PrC's. But they're not writing adventures.
So, according to Dancey, WotC will wind up stepping into that void once again. This time, they will make their products minis-friendly. I'm loving it.
Even Dungeon magazine is cutting back on modules, becoming more of a DM's magazine.
Not sure what you're talking about. Dungeon cast off Polyhedron and is standing fast with their three-adventure format. And that's a pretty ideal balance of quantity versus quality.
Eberron is over-hyped. I think much of Eberron's success is due to the fact that we're constantly being told that it's a huge success by WotC's Marketing department and it's easy to be a success when the majority of the current effort is being directed toward that product line.
Yeah, Eberron turns me off, turns a lot of folks off. The last thing D&D needed was to ratchet up the magic level another a couple of notches. D&D seems to have a commitment to making D&D as over-the-top and inaccessible as possible. But giving credit where it's due, I do like the way that Eberron adventures are paced like a three-act movie, with some investigation and some scenes designed specifically to build tension.