WotC & Their Adventures

Angel Tarragon

Dawn Dragon
You know, I don't mind the odd adventure from WotC, but I am not a completist and it is annoying that it looks like they are jumping back on the adventure bandwagon. I don't need them to publish adventures, I mean what, doesn't Dungeon pick up the slack? Does anyone feel annoyed by this?
 

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mhensley said:
Why would anyone be annoyed at having more product support? :confused:

Since WotC can only produce so many books at a time, if they expend those resources on adventures, that means fewer other books can be produced. If you don't like adventures, therefore, you're stuck. I can understand the annoyance.

I don't share it, however. I have plenty of crunchy rulebooks, far more than I will ever fully use. I can, however, always use good adventures. And, what's more, I can especially use good, long adventures that aren't just "Dungeon Crawl #103", and that's not something Dungeon can really do - they do good short adventures, but only longer adventures as part of a series (and, excluding the Adventure Paths, they don't do too many of those).
 

Frukathka said:
It is the type of product. I have a subscription to Dungeon, which gives me my adventure fix, currently the Savage Tide mega-module.
I don't.

So I welcome WotC adventures, if they keep the quality of Red Hand of Doom or Expedition to Castle Ravenloft.
 


The adventures in Dungeon magazine are typically written with limitations that Wizards adventures don't have to follow (with reference to length, style, etc.)

XCR is 160 pages, which is about three times the adventure material that Dungeon fits in one issue.

Cheers!
 

I not only predicted that they would be doing so, and that it would be profitable for them to do so (despite the naysayers :D), but I am also in fact glad that it is so.

I fail to see how more adventures is a bad thing (unless you're a completist, sure) even if you do have absolutely no need for them, or interest in them. :confused:
 

The thing is, we're pretty much at the saturation point for rules supplements, and isn't it really tough to design an interesting, mechanically tight rules supplement, anyway? (I'd think it would be, given the very high proportion of expansions that are either conceptually boring, mechanically profligate, or both.)

Given that, I think it's a pretty good idea to put out more adventures at this stage of the game.
 

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