Why don't you buy modules?

Do you like/buy modules?


I'm not sure if the distributors have ever served gamers best interests/needs. IMO, they only serve their own needs - which does not necessarily coincide (especially since they don't even deal directly with the consumer). Just my feel of the situation, though. Lacking any marketing studies, I don't think I (or anyone) will be able to provide definitive answers. I wonder what info the distributors have?

As for my LGS, I'm not sure specifically what their policy is towards small softcovers. I do know, however, that because of the d20 glut, they believe that there are just too many publishers and products, and have thus refused to stock many publishers at all (anything can be special-ordered, though).

I have no idea, though, what the buying trends and preferences are for customers of my LGS - that would require some significant market research, and my LGS certainly does not have the resources (nor the smarts, I suspect) of doing one.

Edit: grammar fix.
 
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Treebore said:
Please give your opinion about if LGS's and distributors are serving gamers best interests/needs by refusing to order/carry small softbound modules. BTW, this is the case, according to several companies who do modules. They are being forced to produce large softbound or hardbound product to even get it "out there".

This is a very valid statement on a serious situation. A lot of retailers are no longer ordering softcover products, especially adventures. Many publishers are focusing on exclusively hardcover products. The push to produce hardcovers at times leads to wider margins and larger fonts to fill empty space and very bad binding in some of these products. I have to say that 80% of the hardcover d20 products I've bought had some binding issues. I'm not going to name names though, but this is very bad. I've even seen what should be 96 page books stretched to 144 pages and then put in hardcover binding and then priced at $30. I don't think this is value at all. And still people keep buying them so that fuels the retailers. I do think that consumers are looking for adventures, but a lot of retailers just aren't ordering them.
 

Hardbound or softbound usually doesn't matter to me. The main issues for me are a) reusability and b) how much effort it takes to modify it to fit into what is going on right now.
 

I generally do not buy modules because I feel I can write better stories and plots. (I know that sounds elitist and somewhat arrogant but, hey, you asked for reasons.) If I can write something more interesting, it's not worth $20 to buy something that'll give three sessions worth of plot.

I will download free modules and use them for kitbashing/villains/maps/etc., but free is different from paying.
 

Why? Because I haven't found any modules that make me feel like the old 1st edition and Basic Modules did.

The closest game adventures that hake me feel like I used to are the freebie Savage Worlds Adventures - the style is very reminiscent, and the ideas are of parity with the scope of the first modules.

To get my module dollar again, you have to find a way to package the style and feel of the old D&D games into a module before I buy them. I recognize this is a tall order, and don't expect anyone to succeed. But the money I spend is better used on new sourcebooks and d20 games than on modules.
 

I buy modules if I like them. The last one I bought was, hm, Of Sound Mind by our very own Piratecat. Well, actually, if you include Dungeon mag I bought a couple of them more recently.

What I like in a module is easy campaign integration (don't make me rewrite the damn thing to take it out of Faerun) and something I wouldn't have thought of.
 

I'll echo Buttercup on this one. I have lots of adventures and tend to buy most that are released for d20. Lately, I've narrowed this down to 3.5 compatible adventures.

Despite the stacks of adventures, I always seem to run short of 1st level adventures that I have not played. My group like to start each new character at first level (even to replace dead ones).

I was delighted by the adventure Lost City of Barakus. Mega adventures or adventure paths are great, especially ones that begin at 1st level. The .pdf adventures released by Bastion Press were enjoyable as well.

World of Whitethorn series and all Necromancer Games adventures deserve mention as well.

Adventures supporting the Wilderlands would be fantasic.
 

One other thing - Clark Peterson (Orcus) Wrote an opinion piece in this or in the d20 Publisher's forum - it was under the thread about Rich Redman's Game mechanics piece "Why Modules Suck" or something similar. His basic premise was that you CAN sell modules in the current climate - Necromancer Games is doing well at this - but you have to give people what they want in reusability and in extras. He had several other points, but my memory fails me.
 

I'll take a look at a module, if it has an aquatic theme other than entirely ship-based. I will purchase the module, if it has underwater content and can be used in the World of Greyhawk.

I don't buy a lot of modules. :D
 
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