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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Sigurd" data-source="post: 2264177" data-attributes="member: 19412"><p><strong>modules</strong></p><p></p><p>Modules don't make money for themselves but I think they train DMs.</p><p></p><p>Who hasn't looked at a module thinking 'how would I do that?'</p><p></p><p></p><p>Modules also require crunch and rules but not fluff - presumably they supply that themselves.</p><p></p><p>eg</p><p><u></u></p><p><u>Libris Mortis</u> will supply a framework for a number of adventures\modules that would not occur to people not reading Libris Mortis.</p><p></p><p>Modules also make the assumption that players are functional gamers and not just buying a cool library. Only the heady glow of a succesful adventure session will give players\consumers a gratitude to 'Tomb of the Metamorphic Flumph' or make it into anything special. Not all consumers are active gamers and not all modules are successful among those who are. Potentially there are a lot of modules that never get played and dont engender a lot of satisfaction.</p><p></p><p></p><p>I think PDF modules and Dungeon Magazine today are in a much more natural format. Minimize your production costs or gaurantee a subscription base then produce at as low a running cost as you can manage.</p><p></p><p>I'm surprised that there are not more random adventure generators out there. I think it would be far easier to edit a random adventure into a real one. Connecting threads, tweaking setting, etc... inside of a computer projected encounter level seems like the way to go.</p><p></p><p>S</p></blockquote><p></p>
[QUOTE="Sigurd, post: 2264177, member: 19412"] [b]modules[/b] Modules don't make money for themselves but I think they train DMs. Who hasn't looked at a module thinking 'how would I do that?' Modules also require crunch and rules but not fluff - presumably they supply that themselves. eg [U] Libris Mortis[/U] will supply a framework for a number of adventures\modules that would not occur to people not reading Libris Mortis. Modules also make the assumption that players are functional gamers and not just buying a cool library. Only the heady glow of a succesful adventure session will give players\consumers a gratitude to 'Tomb of the Metamorphic Flumph' or make it into anything special. Not all consumers are active gamers and not all modules are successful among those who are. Potentially there are a lot of modules that never get played and dont engender a lot of satisfaction. I think PDF modules and Dungeon Magazine today are in a much more natural format. Minimize your production costs or gaurantee a subscription base then produce at as low a running cost as you can manage. I'm surprised that there are not more random adventure generators out there. I think it would be far easier to edit a random adventure into a real one. Connecting threads, tweaking setting, etc... inside of a computer projected encounter level seems like the way to go. S [/QUOTE]
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