Modules'n'Stuff
Okay, I tried to read through most of the thread(s) here before responding. This, of course, has taken away from the time I have to respond.
First, while I do write and help with development for Necromancer Games, I want to state that nothing I say here is “official” Necromancer Games news. I am going to try to answer a few points that I noticed while paging through the thread. These are in no particular order, especially due to the fact that my 19-month old daughter and her older brothers are clamoring to go outside in the rain. If something is incoherent, point it out and I’ll check back to the thread in day or two to try to clarify whatever I messed up

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I believe anyone purchasing an adventure should expect to make changes to it. I would view a minimum amount of changes, additions, tweaks to fit into your campaign, etc. to be about 10%. When I write material I expect it to be modified and do my best to keep things generic enough for insertion into any campaign world. The lack of high level adventures lamented, not in this thread but others I have seen, is due in part to the inability to make high level adventures truly generic. The higher the character levels designed for, the more changes I would expect you to have to make to fit the adventure into your campaign world. If you purchase an adventure expecting to run it “as is” then you are probably in for a rude surprise.
Boxed Sets: While a great idea for some, boxed sets are generally a terrible way to sell modules, adventures, etc. Why? Retailers and distributors hate them. Boxes get crushed, smashed, scarred, and otherwise damaged during transport. Boxed sets suffer in other ways as well. They are generally sealed so people can’t take things out, lose them, steal them, etc. in the store. This means that the customer can’t page through them to decide if it is what they want. Boxed sets are expensive. In addition to the box, the material inside, and the shrink wrap. Boxes need to be hand packed. This adds another expensive step and adds to their price. In other words, boxed sets are more expensive to produce, have a higher price tag, are more easily damaged on their way to the store, and the customer can’t page through them to decide if it is what they want. There are reasons to do a boxed set though. The Wilderlands Boxed Set is an example. This is a product slated to have about 4-5 softcover books and 9 double-sided 17x22 in. maps. When you have multiple pieces that are difficult to package in a book format, a boxed set is the way to go. You still have to convince the distributors and retailers though.
Small vs. big vs. Mega vs. Super Campaign Adventures: Very few companies are producing adventures at all right now. There are lots of reasons for this that I can’t go into in detail here. On the small end we have to compete with Dungeon magazine which produces full-color short adventures. Even if you don’t use everything in one of these magazines, for 7.99 you can probably find something in the magazine that’ll fit into your campaign with a bit of work. This leaves the adventure publishers with either something bigger, or a collection of smaller adventures. Some companies have gone for the “re-usable” adventure that has a town/mini-setting that can be re-used as a base of operations for later adventures. Others go for a mega adventure or “super campaign” that also has re-usable elements.
Why? Here is the thing, as hard as it is for people to come to terms with sometimes, a publisher’s customer isn’t really you, the final consumer, it is the distributor/retailer. Short modules and books are difficult to display, difficult to stack, are more easily damaged, and have low margins for the retailer (and distributor). A majority (not all, according to some) of retailers do not like short books. They tell this to distributors who then say to the publishers “nothing less than 96 pages.” If we don’t make the distributor happy, you, the final consumer, never sees the book to begin with.
Despite the comments on these boards, and other internet boards, there is very little consumer demand for adventure modules. Adventures are generally the low margin, poor selling items in the rpg market leaving few publishers with full-time staff to support the luxury of producing many. This doesn’t mean that more publishers wouldn’t like to produce adventures, just that they need to spend their time on better selling, higher margin products to support their staff. WotC got out of the adventure business for a reason. I would expect that any adventures WotC does produce in the future (and I fully expect at least a few for the new setting and probably for FR as well) to be at least 96-128 page combined source book/adventures. Yup, they have to please the distributors too.
Okay, lots of distractions writing this, I wonder if the board times you out …
Patrick Lawinger
PS. Buy more adventures!
