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Chatting to [livejournal.com profile] davedevil the other night we started talking about the content of game product - that is, the source and reference books outside of core rulebooks for game systems.
It struck us that the majority of additional product, either downloadable or hard copy - tends to be written adventures. Even sourcebooks seem to have the greater part of their content as adventures set in the new setting rather than researched or created background.

The question is, is this because:
1) People are more likely tyo buy adventures than background material,
2) Adventures are waaaay easier to create than background material and research despite that being what people would prefer, or
3) Something else?

Thoughts?

Date: 2012-12-17 09:12 am (UTC)
From: (Anonymous)
It's probably more to do with the heavy initial research investment.
If I can get £1000 for writing a cool sounding completely made-up adventure or £1000 for writing the definitive real world guide to Banksy then the following is going to happen.
There's the distinct possibility that I've made a mistake or missed something minor which will then become the focus of internet driven derision.
The real world is going to change making my work completely obsolete within days of hitting the shelves.

I can put the same amount of work into each of them but gamers are more willing to forgive the occasional missing +2 AC than a £10 short change of a thought provoking wall mural.

J

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