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Why DO Other Games Sell Less?
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<blockquote data-quote="Hussar" data-source="post: 3001367" data-attributes="member: 22779"><p>A point that was made earlier that should be reiterated was the support D&D, in all its editions, give to the group, namely modules.</p><p></p><p>What other gaming system could I play weekly for the next five years without creating a single adventure? I could easily do this with D&D. Right now, I could probably buy enough modules to carry weekly games for the next decade of play. Granted, the games wouldn't be all that great, but, they'd probably be fun.</p><p></p><p>It's been said repeatedly that modules are a loss for the publisher. They don't make any money. However, I think that ignores one important thing. If there's a bunch of modules out there for game X, you can attract the less than hardcore gamers to come and buy your core books and play. In all honesty, the guys like me who don't have the time, energy and ability to create great or even all that good adventures.</p><p></p><p>For a hundred bucks, I could get enough adventures to last me for several hundred hours of gaming. No other game system is this well supported and I think this plays very heavily into the popularity of D&D, in any of its editions. Heck, when 2e kept blurting out campaign settings and pathetic modules, TSR went down the tubes. 1e and 3e have massive module support and are going very, very strongly.</p><p></p><p>I don't know if there is a strong correlation there, but, it's certainly not bad circumstantial evidence.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3001367, member: 22779"] A point that was made earlier that should be reiterated was the support D&D, in all its editions, give to the group, namely modules. What other gaming system could I play weekly for the next five years without creating a single adventure? I could easily do this with D&D. Right now, I could probably buy enough modules to carry weekly games for the next decade of play. Granted, the games wouldn't be all that great, but, they'd probably be fun. It's been said repeatedly that modules are a loss for the publisher. They don't make any money. However, I think that ignores one important thing. If there's a bunch of modules out there for game X, you can attract the less than hardcore gamers to come and buy your core books and play. In all honesty, the guys like me who don't have the time, energy and ability to create great or even all that good adventures. For a hundred bucks, I could get enough adventures to last me for several hundred hours of gaming. No other game system is this well supported and I think this plays very heavily into the popularity of D&D, in any of its editions. Heck, when 2e kept blurting out campaign settings and pathetic modules, TSR went down the tubes. 1e and 3e have massive module support and are going very, very strongly. I don't know if there is a strong correlation there, but, it's certainly not bad circumstantial evidence. [/QUOTE]
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