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Why DO Other Games Sell Less?
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<blockquote data-quote="Hussar" data-source="post: 3003186" data-attributes="member: 22779"><p>Just as another point about making money with modules. Sure, Dungeon makes money. Now. Let's not forget that Dragon and Dungeon took a wee siesta not that long ago. But, in any case, name another module magazine?</p><p></p><p>For that matter, I would be curious as to which magazine has greater circulation Dungeon or Dragon. That would point to the viability of modules if Dragon has much greater circulation. I honestly don't know, I'm just tossing it out there.</p><p></p><p>But, let's face it, the reason WOTC didn't want to make modules is because they don't make much if any profit from them. There just isn't enough demand. Even take one of the "great" modules, Rappan Athuk Reloaded. This was a product with a HUGE buzz about it - lots of great reviews, tons of bandwidth. They printed what, 1500 copies?</p><p></p><p>That's not a whole lot of product.</p><p></p><p>I'd be shocked if any module outside of WOTC sells more than a few thousand. That's just not terribly viable.</p><p></p><p>But, my original point wasn't so much about the viability of modules themselves. Sure, you take a hit on the module, but, if you sell the module, you also sell the core three and you might just entice someone else to try DMing as well - thus selling the core three again. I am unaware of any other gaming system that gives DM's anywhere near the support that DnD does. </p><p></p><p> GURPS has hands down some of the best researched setting books on the market. I think most people agree with that. However, after I buy GURPS Space (FREX), I then have to spend several hours crafting a campaign and adventures. All before I can sit down and play. Granted, this appeals to some people, but, the vast majority of people buy a game to play it.</p><p></p><p>The brilliance of the old boxed set really shines when you think about it. I buy the Basic game, read the book (maybe) and play Keep on the Borderland. Then I play it again because we realize we screwed up the first time. Then we move up to Expert rules and do it again. Many, many hours of gaming with minimal time investment.</p><p></p><p>To me, that has been the greatest acheivement for DnD. I really don't think there's another game on the market that I can do so little as a DM and still run a fun game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3003186, member: 22779"] Just as another point about making money with modules. Sure, Dungeon makes money. Now. Let's not forget that Dragon and Dungeon took a wee siesta not that long ago. But, in any case, name another module magazine? For that matter, I would be curious as to which magazine has greater circulation Dungeon or Dragon. That would point to the viability of modules if Dragon has much greater circulation. I honestly don't know, I'm just tossing it out there. But, let's face it, the reason WOTC didn't want to make modules is because they don't make much if any profit from them. There just isn't enough demand. Even take one of the "great" modules, Rappan Athuk Reloaded. This was a product with a HUGE buzz about it - lots of great reviews, tons of bandwidth. They printed what, 1500 copies? That's not a whole lot of product. I'd be shocked if any module outside of WOTC sells more than a few thousand. That's just not terribly viable. But, my original point wasn't so much about the viability of modules themselves. Sure, you take a hit on the module, but, if you sell the module, you also sell the core three and you might just entice someone else to try DMing as well - thus selling the core three again. I am unaware of any other gaming system that gives DM's anywhere near the support that DnD does. GURPS has hands down some of the best researched setting books on the market. I think most people agree with that. However, after I buy GURPS Space (FREX), I then have to spend several hours crafting a campaign and adventures. All before I can sit down and play. Granted, this appeals to some people, but, the vast majority of people buy a game to play it. The brilliance of the old boxed set really shines when you think about it. I buy the Basic game, read the book (maybe) and play Keep on the Borderland. Then I play it again because we realize we screwed up the first time. Then we move up to Expert rules and do it again. Many, many hours of gaming with minimal time investment. To me, that has been the greatest acheivement for DnD. I really don't think there's another game on the market that I can do so little as a DM and still run a fun game. [/QUOTE]
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