Ogrork the Mighty said:
IMO, it's absolute folly to be promoting a RPG with all sorts of sourcebooks but not creating adventures that new players can pick up and run out of the box.
When 3E came out, I think that WotC believed that the third-party OGL publishers would fill that gap, and thus they wouldn't have to. It's been pretty well-documented that adventure modules are not as profitable as sourcebooks, for a variety of reasons.
If you recall, for 3E, they published the single set of Adventure Path modules (Sunless Citadel through Bastion of Broken Souls), a couple of FR modules, and that was about it.
However, while a lot of publishers eagerly jumped into the adventure business, a lot of them have since gotten out of it (and, honestly, an awful lot of the 3E OGL ones were AWFUL). While a few (e.g., Necromancer, Goodman) are continuing to be successful with publishing modules, they're the exceptions. I definitely get the sense that WotC realizes that
someone has to fill that gap.
Interestingly, the WotC offerings seem to be clustering into two areas:
- The Fantastic Locations, which are fundamentally cross-promotions with the Minis line
- Longer modules, like Red Hand of Doom, which are bigger than Dungeon can tackle, outside of the Adventure Paths.