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General Tabletop Discussion
*TTRPGs General
Why the lack of 3rd party adventures
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<blockquote data-quote="Lord Rasputin" data-source="post: 2884707" data-attributes="member: 8410"><p>Well, the <em>Dungeon</em> explanation does account for some of it, though <em>Dungeon</em> only publishes more traditional fantasy adventures. It is not the place for, say, <em>Scarred Lands</em> adventures, or adventures in a steampunk world.</p><p></p><p>The real problem is that adventures are sales that only appeal to one small part of the gaming market -- Game Masters. The ratio of GMs to players is lower than we think around here, since most die-hard gamers straddle the fence. Add to this that GMs write their own adventures, and that a pre-published adventure has to be very close to ideal for a GM's world for the rewriting process to not be longer than the writing-from-scratch process, and we're talking about a small segment of GMs.</p><p></p><p>Single-adventure products are a losing business proposition. I'd like to think that a book of multiple adventures, geared to a published world (or at least a set of assumptions -- low magic, high tech, or post-apocalpytic) and of varying lengths and levels, would do better, but I have no idea if that would be enough. As for big adventures like <em>Return to the Temple of Elemental Evil</em> or <em>The Red Hand of Doom</em>, those are probably WotC-only since the sheer amount of testing that needs to go into such products is not worth it for the print run for a smaller publisher, and too expensive to do besides.</p></blockquote><p></p>
[QUOTE="Lord Rasputin, post: 2884707, member: 8410"] Well, the [i]Dungeon[/i] explanation does account for some of it, though [i]Dungeon[/i] only publishes more traditional fantasy adventures. It is not the place for, say, [i]Scarred Lands[/i] adventures, or adventures in a steampunk world. The real problem is that adventures are sales that only appeal to one small part of the gaming market -- Game Masters. The ratio of GMs to players is lower than we think around here, since most die-hard gamers straddle the fence. Add to this that GMs write their own adventures, and that a pre-published adventure has to be very close to ideal for a GM's world for the rewriting process to not be longer than the writing-from-scratch process, and we're talking about a small segment of GMs. Single-adventure products are a losing business proposition. I'd like to think that a book of multiple adventures, geared to a published world (or at least a set of assumptions -- low magic, high tech, or post-apocalpytic) and of varying lengths and levels, would do better, but I have no idea if that would be enough. As for big adventures like [i]Return to the Temple of Elemental Evil[/i] or [i]The Red Hand of Doom[/i], those are probably WotC-only since the sheer amount of testing that needs to go into such products is not worth it for the print run for a smaller publisher, and too expensive to do besides. [/QUOTE]
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Why the lack of 3rd party adventures
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