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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Hussar" data-source="post: 2270021" data-attributes="member: 22779"><p>To be fair, when you think of published modules, they are going to be a lot cleaner than something I write for myself. At least hopefully. There are some truly bad ones out there, but, on the whole, most are decent. My adventures tend to be the same as the prep that was posted a couple of pages ago. Shorthand notes for what I think will happen, some notes on critters and treasure. That's about it. Hardly professional quality. But they don't need to be. I know my players, I know what they'll like and I have a pretty good idea what I need to do to get it done.</p><p></p><p>I use published modules and I use homebrew. I've never really noticed a huge difference in my player's reactions to either. If they like the adventure, they like it, whether I wrote it or some other guy did. My goal is to find adventures that they like. I couldn't give two figs about where it comes from.</p><p></p><p>While I don't play Eberron, could it possibly be that the success of the setting is because this is the first time WOTC has put its full weight behind something that isn't just a reprint? I mean, for the past five years or so, most of the campaign books that have come out of WOTC have simply built on existing campaigns - primarily FR. We know that WOTC employs some very talented writers and letting them finally stretch their legs and develop a completely new setting that isn't tied around the great, huge anchor that is FR might be a reason that new people are buying the setting.</p><p></p><p>I mean, if people weren't following FR by now, they never will. But, with a completely new setting, now they can draw on the entire market instead of catering to a section that likes the Realms.</p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2270021, member: 22779"] To be fair, when you think of published modules, they are going to be a lot cleaner than something I write for myself. At least hopefully. There are some truly bad ones out there, but, on the whole, most are decent. My adventures tend to be the same as the prep that was posted a couple of pages ago. Shorthand notes for what I think will happen, some notes on critters and treasure. That's about it. Hardly professional quality. But they don't need to be. I know my players, I know what they'll like and I have a pretty good idea what I need to do to get it done. I use published modules and I use homebrew. I've never really noticed a huge difference in my player's reactions to either. If they like the adventure, they like it, whether I wrote it or some other guy did. My goal is to find adventures that they like. I couldn't give two figs about where it comes from. While I don't play Eberron, could it possibly be that the success of the setting is because this is the first time WOTC has put its full weight behind something that isn't just a reprint? I mean, for the past five years or so, most of the campaign books that have come out of WOTC have simply built on existing campaigns - primarily FR. We know that WOTC employs some very talented writers and letting them finally stretch their legs and develop a completely new setting that isn't tied around the great, huge anchor that is FR might be a reason that new people are buying the setting. I mean, if people weren't following FR by now, they never will. But, with a completely new setting, now they can draw on the entire market instead of catering to a section that likes the Realms. Just a thought. [/QUOTE]
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