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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2266174" data-attributes="member: 19675"><p><strong>Odds & Ends</strong></p><p></p><p>First: Somewhere in <a href="http://www.enworld.org/forums/showthread.php?t=87794&page=1&pp=40" target="_blank">THIS big-ass thread</a> there is a brief discussion of the sales figures for RPG products, including commentary from figures in the know (not by me, however). As I recall the thread's content, a typical good product sells between 5-10K copies. In other words...not a lot.</p><p></p><p>Second: It seems to me that the current economics of the hobby do not support adventure modules in the same form or amount as we have come to expect them based on our experiences with 1st and 2nd edition D&D- Too much competition from old product conversions, Dungeon and homebrew, too small a market (DM's only). Mini-adventures like AEG's or multiple, near-campaign sized adventures bound into 1 book will become more typical of products offered for sale.</p><p></p><p>Third: As stated by many others, for an adventure to be considered a classic requires time and experience. Enough players and DMs must experience the product and rate it favorably...and it must withstand the test of years of parties going through it- all in the harsh spotlight of being compared to the adventures of the past. The adventures we experienced in 1st and 2nd edition are classics because people still want to play them. The adventures of today? I'm enjoying adventuring in RttToEE right now. It reminds me of older modules, and I can see myself running it to another group of gamers in the future...perhaps even in a D20 Modern setting. On the other hand, most of the 3Ed campaigns I've been involved with were pure homebrew.</p><p></p><p>I (or others) may have said it before, but it bears repeating: Part of the greatness of those other modules is that they came <em>first</em>. They were written to fill a void. There is no void anymore. Any adventure written today cannot be <em>merely</em> good to become a classic, it must be <strong><em>great</em></strong>. It isn't going to be compared to the average adventure that you may own but only ran once (or not at all)...it will be compared to the best of the best, the ones that captured our interest and etched themselves in our minds.</p><p></p><p>So, <em>of course</em> the current crop of adventures will seem anemic to you. Your expectations are much higher than when you first discovered role-playing.</p><p></p><p>Think about the rock band The Yardbirds. In succession, that band had Eric Clapton, Jeff Beck and Jimmy Page playing lead guitar. Imagine if they were still around today with "some guy named Joe" playing lead. Unless he were Joe Perry or Joe Satriani, he'd have nothing but left-handed complements and ulcers <em>at best</em>.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2266174, member: 19675"] [b]Odds & Ends[/b] First: Somewhere in [URL=http://www.enworld.org/forums/showthread.php?t=87794&page=1&pp=40]THIS big-ass thread[/URL] there is a brief discussion of the sales figures for RPG products, including commentary from figures in the know (not by me, however). As I recall the thread's content, a typical good product sells between 5-10K copies. In other words...not a lot. Second: It seems to me that the current economics of the hobby do not support adventure modules in the same form or amount as we have come to expect them based on our experiences with 1st and 2nd edition D&D- Too much competition from old product conversions, Dungeon and homebrew, too small a market (DM's only). Mini-adventures like AEG's or multiple, near-campaign sized adventures bound into 1 book will become more typical of products offered for sale. Third: As stated by many others, for an adventure to be considered a classic requires time and experience. Enough players and DMs must experience the product and rate it favorably...and it must withstand the test of years of parties going through it- all in the harsh spotlight of being compared to the adventures of the past. The adventures we experienced in 1st and 2nd edition are classics because people still want to play them. The adventures of today? I'm enjoying adventuring in RttToEE right now. It reminds me of older modules, and I can see myself running it to another group of gamers in the future...perhaps even in a D20 Modern setting. On the other hand, most of the 3Ed campaigns I've been involved with were pure homebrew. I (or others) may have said it before, but it bears repeating: Part of the greatness of those other modules is that they came [I]first[/I]. They were written to fill a void. There is no void anymore. Any adventure written today cannot be [I]merely[/I] good to become a classic, it must be [B][I]great[/I][/B]. It isn't going to be compared to the average adventure that you may own but only ran once (or not at all)...it will be compared to the best of the best, the ones that captured our interest and etched themselves in our minds. So, [I]of course[/I] the current crop of adventures will seem anemic to you. Your expectations are much higher than when you first discovered role-playing. Think about the rock band The Yardbirds. In succession, that band had Eric Clapton, Jeff Beck and Jimmy Page playing lead guitar. Imagine if they were still around today with "some guy named Joe" playing lead. Unless he were Joe Perry or Joe Satriani, he'd have nothing but left-handed complements and ulcers [I]at best[/I]. [/QUOTE]
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