Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why don't you buy modules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Treebore" data-source="post: 1447913" data-attributes="member: 10177"><p>One thing you probably are not aware of is that the main reason why it is hard to find any new "small" modules coming out is that the distributors and a lot of LGS's refuse to carry/distribute them because the profit margin isn't big enough.</p><p></p><p>So companies, like Necromancer, are looking at doing an "adventure anthology" type of approach, where one book would contain several adventures of various types that may have a connecting theme/plot or may not.</p><p></p><p>Another thing, one of the owners of Necro posted on their messageboards a few days ago that they made a whopping $4.00/hour off of Necro production work last year. That is why they keep their day jobs. These guys, i believe, are the "biggest" publishers of modules out there. They do this for reasons other than money.</p><p></p><p></p><p>Also, when i buy modules, it is knowing that I probably will not use it as written. If I am lucky I may leave as much as 85% of content unaltered. Usually it is 70%. It is also knowing that I will have to add the appropriate terrain/setting to my campaign world for it to work. That is why I like lots of "empty" areas on my world maps. Considering scale, it isn't hard to add in module locations to a world.</p><p></p><p>That changes when you do what I am currently doing, base my whole campaign on a series of modules as its "core" story line. Modules which I have connected together using various plot hooks of my own design. So now I am using 90%+ of the content. Really all i have to change are the names of deities referenced. The only other work I had to do was create a "master map" that shows the geographical relationship of the various module locations.</p><p></p><p>I have plenty of city/town/village sources to use for surrounding geography. So the only other work i have to do is to develop plots that grow out of the events that happen in the game. I can't ask for an easier game to run.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1447913, member: 10177"] One thing you probably are not aware of is that the main reason why it is hard to find any new "small" modules coming out is that the distributors and a lot of LGS's refuse to carry/distribute them because the profit margin isn't big enough. So companies, like Necromancer, are looking at doing an "adventure anthology" type of approach, where one book would contain several adventures of various types that may have a connecting theme/plot or may not. Another thing, one of the owners of Necro posted on their messageboards a few days ago that they made a whopping $4.00/hour off of Necro production work last year. That is why they keep their day jobs. These guys, i believe, are the "biggest" publishers of modules out there. They do this for reasons other than money. Also, when i buy modules, it is knowing that I probably will not use it as written. If I am lucky I may leave as much as 85% of content unaltered. Usually it is 70%. It is also knowing that I will have to add the appropriate terrain/setting to my campaign world for it to work. That is why I like lots of "empty" areas on my world maps. Considering scale, it isn't hard to add in module locations to a world. That changes when you do what I am currently doing, base my whole campaign on a series of modules as its "core" story line. Modules which I have connected together using various plot hooks of my own design. So now I am using 90%+ of the content. Really all i have to change are the names of deities referenced. The only other work I had to do was create a "master map" that shows the geographical relationship of the various module locations. I have plenty of city/town/village sources to use for surrounding geography. So the only other work i have to do is to develop plots that grow out of the events that happen in the game. I can't ask for an easier game to run. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why don't you buy modules?
Top