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Why is WoTc still pushing AP's when the majority of gamers want something else?
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<blockquote data-quote="Jester David" data-source="post: 6961356" data-attributes="member: 37579"><p>Yup, I recall that as well.</p><p></p><p></p><p>I'm not sure how "regional books" work any better for homebrew DMs. </p><p></p><p>And their licence partners do most of the "DM aids". </p><p>And what DMs need to make their game better will vary greatly between individuals. </p><p></p><p></p><p>Okay, let's go through the "whys".</p><p></p><p>Firstly, because it allows them to tell a similar story across multiple platforms. To have shared experiences and stories regardless if you're playing D&D through video games, board games, or the tabletop RPG. And to funnel fans of one into other interpretations of the brand. </p><p></p><p>Secondly, to allow a shared experience among players. So people can talk about how they experienced the adventure and how they resolved some problems. It provides an easy framework for people to talk about their games. </p><p></p><p>Third, because adventures are a great DM aid. Published adventures make the game simpler by reducing prep, making DMing less intimidating. They're the easiest way to make session planning quicker. </p><p></p><p>Fourth, because adventures allow them to provide more inspiration and adventure elements for DMs. They're a source of dungeons, NPCs, encounters, magic items, new monsters, and more. </p><p> </p><p>Fifth, because published adventures help teach new DMs how to write and design adventures and encounters. They're a template. </p><p></p><p>Sixth, because published adventures are a way to release multiple books without worrying about bloat, power creep, or option paralysis. You need never worry about having to run more than one at a time, they're all optional, there's no confusion over where to start.</p><p></p><p>Seventh, because storyline adventures grow the established stories of the brand, providing a source of inspiration for potential novels, comics, and even movie adaptations. </p><p></p><p>Eighth, because adventures will still be useful after the edition is over. Stories don't expire. </p><p></p><p>Ninth, because storyline adventures support organized play and allow people to jump into an extended story, encouraging them to come back week after week. </p><p></p><p>Tenth, because storyline adventures are fun to read. Even if you don't have a gaming group you can read through a published adventure and picture a session in your head, imagining how the story might unfold. They let you play the game without actually playing the game.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6961356, member: 37579"] Yup, I recall that as well. I'm not sure how "regional books" work any better for homebrew DMs. And their licence partners do most of the "DM aids". And what DMs need to make their game better will vary greatly between individuals. Okay, let's go through the "whys". Firstly, because it allows them to tell a similar story across multiple platforms. To have shared experiences and stories regardless if you're playing D&D through video games, board games, or the tabletop RPG. And to funnel fans of one into other interpretations of the brand. Secondly, to allow a shared experience among players. So people can talk about how they experienced the adventure and how they resolved some problems. It provides an easy framework for people to talk about their games. Third, because adventures are a great DM aid. Published adventures make the game simpler by reducing prep, making DMing less intimidating. They're the easiest way to make session planning quicker. Fourth, because adventures allow them to provide more inspiration and adventure elements for DMs. They're a source of dungeons, NPCs, encounters, magic items, new monsters, and more. Fifth, because published adventures help teach new DMs how to write and design adventures and encounters. They're a template. Sixth, because published adventures are a way to release multiple books without worrying about bloat, power creep, or option paralysis. You need never worry about having to run more than one at a time, they're all optional, there's no confusion over where to start. Seventh, because storyline adventures grow the established stories of the brand, providing a source of inspiration for potential novels, comics, and even movie adaptations. Eighth, because adventures will still be useful after the edition is over. Stories don't expire. Ninth, because storyline adventures support organized play and allow people to jump into an extended story, encouraging them to come back week after week. Tenth, because storyline adventures are fun to read. Even if you don't have a gaming group you can read through a published adventure and picture a session in your head, imagining how the story might unfold. They let you play the game without actually playing the game. [/QUOTE]
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Why is WoTc still pushing AP's when the majority of gamers want something else?
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