Why no new modules?

Post/Author/DateTimePost
#1

zombiegleemax

Jan 06, 2004 11:38:33
Hiya all

It's been posted a few times that WotC have a policy of not putting out new modules and the evidence supports this as there hasn't been any since the end of the generic series & Temple II but I don't understand why.

A sourcebook will only be purchased once as will any new 'complete xyz' books and there only so many times you can put those types of things out but new modules would seem to be a logical way of making money out of D&D.

Can anyone shed any light on this decision?

Cheers
#2

zombiegleemax

Jan 06, 2004 11:51:28
Brief attempt to name several salient factors:
  • Modules require more time to write?
  • Modules require playtesting and revision?
  • Artwork, cartography, and layout required for good modules is greater than for sourcebooks/splatbooks?
  • Prices of modules cannot be as high as for sourcebooks/splatbooks without reducing sale quanitity?
#3

zombiegleemax

Jan 06, 2004 11:54:05
From what I gather around the boards, the reason no new modules are being produced is because they make no money for the company. Not sure how accurate that is, but it sounds possible.
If you need new modules, you always have Dungeon to read I guess.
#4

zombiegleemax

Jan 18, 2004 3:43:25
I think the fact that the Living Campaigns spew out hundreds of fan-written modules a year sort of eliminates any need for WotC to make modules. That and they really do require a lot of effort to produce if you want to write a good one.
#5

Greyson

Jan 18, 2004 11:17:32
In addition to airwalkr's and Jager's comments (fan writing and Dungeon Magazine, respectively), I'll add that there are a plethora of d20 publishers that produce adventure modules. True, WotC does not publish adventures anymore. But, there are plenty of other such commercial products from many others. White Wolf, Malhavoc, Sword and Sorcery, Necromancer, AEG. etc.

There is no lack of adventures for the DM willing to make some changes and adaptations.

Arguing the reasons why is a futile debate, and usually only serve to flare tempers, regrettably. It is best to help each other find suitable products for specific, table-top needs.
#6

amara_trapspringer

Jan 18, 2004 21:06:22
So why not just revise older modules and boxed sets?
#7

cwslyclgh

Jan 18, 2004 21:25:59
because simply revising older stuff is a sure money loser.
#8

amara_trapspringer

Jan 18, 2004 21:44:10
But to save money, couldn't they put the revisions in Dragon or Dungeon magazine?
#9

Greyson

Jan 18, 2004 22:22:30
Not really, Amara. Some WoG adventures are one-hunderd pages, if not more. In my experience, most are fifty to seventy pages, way too big for Dungeon magazine. Even a thirty or thirty-two page adventure is a lot of space in a Paizo magazine.

I am all for republication in a magazine or anywhere else. But, I guess it is not practical (meaning not financially lucrative, as Wes said above) for WotC, who owns the rights to everything with the word Greyhawk on it.
#10

amara_trapspringer

Jan 18, 2004 22:26:33
Well there is another idea.

Why not come out with world update/suppliments. You can then make it as big as the other books such as Ghostwalk, BoED, BoVD, etc? Then you would have a perfectly reasonable excuse to price it as such.
#11

zombiegleemax

Jan 19, 2004 1:02:02
I think a module will only work if it has something to tie into or if it's a big-deal to the setting as whole. A Greyhawk module about finding Mordenkainen's lost keys, while entertaining, wouldn't really affect the setting (assuming they're just his outhouse keys or whatever).

A good module would have to be long, about 100pages, and include something monumental to the setting, a supermodule about the Greyhawk Wars and putting the characters in a position to change things would be a good example. It gives the DM something that would be extremely time-consuming to come up with on their own.

Most of the 32pagers wotc put out fell flat because they had nothing to tie into yet the Sunless Citadel sold phenomenally well because it was a 1st level adventure for a new (3e) rules system meaning a lot of people bought to get used to the new game. Also, Eberron is getting a module when it comes out to promote the new setting, again a good tie-in.

Just how I see it anyways.
#12

Brom_Blackforge

Jan 19, 2004 9:58:31
Originally posted by Amara Trapspringer
Well there is another idea.

Why not come out with world update/suppliments. You can then make it as big as the other books such as Ghostwalk, BoED, BoVD, etc? Then you would have a perfectly reasonable excuse to price it as such.

I can see it already. A big hardcover book entitled, "Greyhawk Classics," or something like that, reprinting (and perhaps updating) a whole host of classic Greyhawk modules: Tomb of Horrors, Temple of Elemental Evil, Vault of the Drow (and the others in the series, don't remember them all right now and I'm not going to look) . . . you get the idea. Include an introduction placing them all on a timeline, maybe. How about a foreword by Erik Mona? (Or Gary Gygax?) It could work.
#13

zombiegleemax

Jan 19, 2004 13:51:53
big hardcover book entitled, "Greyhawk Classics," or something like that, reprinting (and perhaps updating) a whole host of classic Greyhawk modules: Tomb of Horrors, Temple of Elemental Evil, Vault of the

YYeeesss, won't be too much job for wotc, and will sell well for sure. Of course Some new cartgraphy for miniatures etcc... would be great.
#14

amara_trapspringer

Jan 19, 2004 23:35:59
makoma, Brom Blackforge,

Thanks for the backup of my idea!
I really appreciate the encouragement and appreciation of the ideas I have posted.

I have found that all too rare within these boards.

So thanks again!