Yes, to some degree adventures are a necessary evil, but publishers release the minimum they have to (except for publishers like Goodman Games, who have captured a specific market for their adventures). And it's always an iffy thing The publisher has to ask himself which would be riskier--writing, distributing and maybe carrying in inventory an adventure, or just buying an ad in Dragon to advertise the entire product line? How about reprinting the Player's Companion, which has been oop for 6 months? Maybe upgrade to hardcover for the 2nd edition? Attend the GAMA Trade Show and pitch your game line to a thousand new retailers? Adventures fall low on the totem pole.smascrns said:. Maybe publishers should look at adventures not as direct income generators but more in similar terms to promotion: A cost you need to afford.
Adventures are a BEAST to edit. You have to playtest them, revise them, replaytest them, etc. You have to check stat blocks (and there are always stat blocks), make sure the timeline and plot don't have gaping holes, coordinate text with a map to make sure that there is a stairway on map A that connects to map B and both descriptions match up, make sure the writer followed your style guide....it's just a ton of work.Still, there's another aspect that I would venture impacts the economics of adventures. ... fraction of the cost of paying a professional writter. Am I right about this?
Well, nothing else really compares to money. I tried to pay my mortgage in reader goodwill one time, and the bank looked at me like I was crazy.Levi Kornelsen said:So, then, Lloyd; outside of straight-up cash money, what else could a publisher do, if anything, to make writing adventures for them be more attractive?