Your Thoughts?

You might want to rethink Irradiated....you could probably split it up into 3-5 separate adventures rather than one big release. It will probably get more views and interest rather than one big thing. I see comments complaining about 5 room dungeons and what not, but it seems that's what everyone is willing to purchase.

Oh boy, marketing talk again - that's where I'm a viking!

Some considerations to make:

1) Brand - 1True has no brand presently, no presence in the market. People do not know who he is or what he's doing (a shame, really, he's great). He will not generate any customers through loyalty or preexisting reputation (i.e. big sales motivators of the independent author market). For big/expensive purchases this is important, as people need to be more sure of their purchase when spending more money. Breaking a big product into smaller chunks is advisable for this - it creates more "touchpoints" for customers to encounter your work in the wild (thus growing brand) and makes for an easy entry point into your product line (spending $5 vs. spending $15). You can even package them together to make an entirely "new" omnibus product at a later point when original sales stagnate.

2) Hype - Big products need an advertising push of some kind. You can't just hang out your work and expect people to come; only established brands can get away with doing that little (and even then, they shouldn't be). Obviously in our hobby I'm not talking about billboards and TV commercials, as D&D module "advertising" tends to travel more through recommendations and community hype (how much does the industry owe Bryce, eh?). Our billboards are blog posts; our TV commercials are YouTube feature videos. Endorsement does wonders in this field (it is a psychological boost for the sale of communal games to be given tacit approval communally). You'll have to shill in online communities a lot, and you'll probably need to get your adventure into the minds and hands of... influencers... unfortunately. Advertising-wise, if you want to throw a bit of cash at someone who knows affiliate marketing and SEO, that'd probably get you the most bang for your buck (through Facebook ads and promoted Google links, mostly).

3) Value - This is the sticky part of pricing. Too cheap, and customers will subconsciously associate your product with inferior quality; too expensive, and people will assume greed on your part (especially with no established brand). The big differentiator here is buyer's remorse, a vital consideration for repeat business. More expensive means more buyer's remorse. Since 1True is aiming to build a brand (because he doesn't have one), buyer's remorse is a very bad thing. The trick is to land in the middle. I say split the difference - take what you'd charge for the full product, divide it by however many parts you split it into, then add a buck or two to each price. So instead of $15 for one big thing, offer three things for $6/each. Funny enough, people are more willing to spend $18 on three things than $15 on one thing, even if it's the exact same thing. This gives you wiggle room for making discounts down the line, and allows you to offer "savings" if people buy all parts as a bundle.
 
Also, personal suggestion: chop off a chunk of your adventure to offer for free, as a teaser. Either that, or develop a sort of "prequel" module for the bulk of things (like 5e's Death House is to Curse of Strahd). It's always good to have a demo of your work to give prospective customers. Just make sure it's really good stuff - ideally among your best work, since it will doing a lot of heavy lifting when it comes to selling your other products.
 
All the following are true:

Some adventures are bloated with guff

Some adventures have a pathetic amount of gameplay content.

The standard TSR module size was a cruel prison for some ideas (eg: B4)

TSR published adaptations of existing tournament modules out of laziness.
Some Judges-Guildy-sandboxes would have been nice, Gary.
 
Yes, it's a DIY hobby with no barriers to entry. That stuff is going to happen; you could say the same about any hobbyist-profession, really.

"Some YouTube videos are bloated with guff. Some YouTube videos have a pathetic amount of content. The restrictions of the algorithm is a cruel prison for some ideas. Reaction YouTubers publish videos of other people's existing videos out of laziness." And so on.

That being said, I'd like to give 1True the benefit of the doubt and assume his module has something to offer and isn't just more amateur shovelware.
 
Also, personal suggestion: chop off a chunk of your adventure to offer for free, as a teaser. Either that, or develop a sort of "prequel" module for the bulk of things (like 5e's Death House is to Curse of Strahd). It's always good to have a demo of your work to give prospective customers. Just make sure it's really good stuff - ideally among your best work, since it will doing a lot of heavy lifting when it comes to selling your other products.
It occurs to me that if the free preview of a module on Drivethru/DMGuild was a self-contained prologue adventure with really interesting hooks to the full module, that would get me shelling out money. I really don't think people spend enough time thinking about what should be in the preview.

I know you could also package the prologue as a separate product, but that doesn't connect with me as much for some irrational reason I can't explain.
 
You might want to rethink Irradiated....you could probably split it up into 3-5 separate adventures rather than one big release. It will probably get more views and interest rather than one big thing. I see comments complaining about 5 room dungeons and what not, but it seems that's what everyone is willing to purchase.

Hey man!
Yeh, I was sitting here despairing over the rapidly cooling corpse of my fantasy heartbreaker yesterday. My artist finally started firing off work to me, but it's all from the latest campaign rather than Irradiated! It's all done. I just need art and layout, but I'm completely stalled on those steps :(

Anyway, yeah, thinking about all those weighty tomes I've invested in; most of them were compilations of a body of work that had built up on the author's blog or as free stuff on DTRPG. Maybe you can get away with $5 because you've built up a loyal following, but I think these things should be taken apart, stripped down to Courier New and some hastily-scanned maps, and given away. Make the cheapskates customers wail and gnash their teeth for a PoD edition. Get a solid mailing list of people who've probably DL'd the series and forgotten it in their D:\DnD folder. THEN you do a Kickstarter: The whole mess organized, fleshed out, linked by side quests and campaign context. Original artwork on every other page. Full colour maps. A separate map book with digital VTT-ready battlemaps. Stitched binding, gold-embossed hardcover with TWO fucking ridiculous, shiny place-holder ribbons. Keith Parkinson dragged out of retirement to do your cover. $80 you consumerist Yanqi dogs, ignore the looming economic collapse, you know you want it! (So we're clear; this strategy has worked on this particular cheapskate customer.)

In my case, this thing is done, and I have no plans for crowdfunding or charging a hefty fee. It's a passion project. I'm giving it away for beer money and/or the price of printing the thing if you want hardcopy. If I don't throw myself off a bridge* shortly after selling exactly one copy of IPVS (to my mom), I will be releasing the Bull's Run following the above blueprint...



*Edit: circling back to this off-the-cuff remark. I'm joking around like I'm in a private conversation, forgetting I'm in a public space. I'm not going to fling myself off a bridge, although driving in this place could be described as a form of self harm... Seriously though folks. Do I need to put a disclaimer in here? If you're thinking about walking into the ocean, maybe go find a game on Roll20 instead?
 
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It occurs to me that if the free preview of a module

You read those previews? I find the small font and watermarks too distracting... I just go in to check the quality of maps, style of layout, and whether the author has bothered to shell out for some artwork.
 
Value - This is the sticky part of pricing. Too cheap, and customers will subconsciously associate your product with inferior quality

This has come up a lot in discussions since the earliest days of this forum. It's solid advice (that I'm not ignoring). I think a way around that Value Chasm however is to present a low-low price as a short-term, introductory deal that will go away soon (and then follow through on that threat). It looks like the author can put stuff on sale, so I guess you could even price your product higher (like your recommended $6 price point) and immediately put it on sale? This would offer the option to put it on sale once or twice a year, maybe...

In the case of Irradiated; each part of the mini-campaign has its own flavour and mechanics, which makes it really hard to pick anything out as emblematic of the whole. I guess I could if I had to, but I really don't want to.
 
You read those previews? I find the small font and watermarks too distracting... I just go in to check the quality of maps, style of layout, and whether the author has bothered to shell out for some artwork.
In addition to the quick preview, there is usually a full sized preview, which you can save to your computer.

Screenshot 2025-05-28 09.26.50.png Screenshot 2025-05-28 09.27.13.png
 
I would have thought this would make it easier to split up, because each one would be distinctive.
I've felt like this for Vermilion. The rumor tables is the glue to the whole thing because if a rumor sticks and the party goes for it, it then directs you to the correct Appendix to run that adventure but now I got to separate everything out and basically throw the glue away....which makes the whole adventure in the city and outskirts, feel like its not in a city. It takes away from the city's vastness with moving pieces to just a few blocks or maybe a district. So ya, I can understand why sometimes its hard to split things up.
 
If it harms the adventure to break it up, then obviously don't break it up. Coherence above everything. Maybe design a short prequel instead - hook people into buying the bigger part with a taste.
 
the idea that the tar module size is some sort of platonic ideal is fucking bullshit. There are some adventures that should be published in one page, some ten, some fifty, some five hundred…
 
The rumor tables is the glue to the whole thing

People <3 rumour tables. I mean, I guess it's the glue that would sell the Deluxe Edition, but if that's what's emblematic of the Vermillion setting, could the rumour table be the low-cost, introductory product? Like the five page Players' Gazetier, the Rumours Table, and one of the Side Quests off the table (that opens a thousand new storylines). If it's an interesting table, the reader is going to want to see the other ideas fleshed out. If the quest is fun and introduces some crunchy NPC's, the players are going to want to adventure more in the city. If the gazetier offers enough information about what sets this city apart from a thousand others and leaves the players (and the reader) asking for more details, they'll pay for more.

If the city's too dense to cram into a brief gazetier (like you're planning a Players' Book and a GM's Book). Then break off a district pertinent to the Side Quest. The players' guide should have enough information to raise intriguing questions and for the GM to riff off, but should be short enough to read in one sitting.

So there. You get a quick guide to the city (or a district) that hopefully clearly sets your setting apart from the others. A rumours table that sparks lots of ideas but leaves you wanting to see the bigger picture. And, finally a quick adventure that once again shows why things are different in Vermillion and whets the appetite for more stories and intrigue.
 
People <3 rumour tables. I mean, I guess it's the glue that would sell the Deluxe Edition, but if that's what's emblematic of the Vermillion setting, could the rumour table be the low-cost, introductory product? Like the five page Players' Gazetier, the Rumours Table, and one of the Side Quests off the table (that opens a thousand new storylines). If it's an interesting table, the reader is going to want to see the other ideas fleshed out. If the quest is fun and introduces some crunchy NPC's, the players are going to want to adventure more in the city. If the gazetier offers enough information about what sets this city apart from a thousand others and leaves the players (and the reader) asking for more details, they'll pay for more.

Not necessarily for Vermillion, but as a general rule I don't see why you can't include in your teaser module a rumour table that points to the later modules. So the rumour table isn't the whole introductory product, but the rumours are included in the introductory product.

If the city's too dense to cram into a brief gazetier (like you're planning a Players' Book and a GM's Book). Then break off a district pertinent to the Side Quest. The players' guide should have enough information to raise intriguing questions and for the GM to riff off, but should be short enough to read in one sitting.

So there. You get a quick guide to the city (or a district) that hopefully clearly sets your setting apart from the others. A rumours table that sparks lots of ideas but leaves you wanting to see the bigger picture. And, finally a quick adventure that once again shows why things are different in Vermillion and whets the appetite for more stories and intrigue.

I'm actually running a campaign (currently in hiatus because IRL stuff) that is centered on a single district of a metropolis. "It's Chinatown, Jake."
 
Not necessarily for Vermillion, but as a general rule I don't see why you can't include in your teaser module a rumour table that points to the later modules. So the rumour table isn't the whole introductory product, but the rumours are included in the introductory product.

If I may proffer a suggestion:

Rumor Table: If you own a copy of the Main Module roll 2d12, otherwise roll 1d12.
Rumors 1-12 = strictly pertains to the current introductory module.
Rumors 13-24 = has a component (a location, person, treasure, hook, etc.) of the Main Module. Ideally overlapping with the introductory in some way, but not mandatory.

Naturally you can make half of them false, or what have you.
 
Rumor Table: If you own a copy of the Main Module roll 2d12, otherwise roll 1d12.

Much as I like this, it's too merciful. I think they should be ruthlessly mixed in so the GM has to either think on their feet or wish they had the pertinent material. Like WotC adventures dropping a couple of monsters from Monster Manual V and/or one of their late-stage splat books (fucking "Fiendish Codex II") into the adventure. What the hell does a "Narzugon" even look like? Guess it's off to the Bay for me; yar, ahoy...
 
No no no. Fuck I hated when old modules did that, especially since I was playing them at a time when the supplemental stuff was out of print, and there was no internet to source them. Forcing a purchase feels predatory and microtransactional, whereas gently suggesting "hey, if you want to max out your fun with this thing, you really ought to buy Product X next" is an approach that your customers will appreciate far more.

"The enemy is a 'yu-go-loth'? What the crap is a 'yugoloth' supposed to be? Oh well, I guess I won't be running this module..." - me, age 10.
 
Guess it's off to the Bay for me; yar, ahoy...
I'm afraid I have bad news for you...

No no no. Fuck I hated when old modules did that, especially since I was playing them at a time when the supplemental stuff was out of print, and there was no internet to source them. Forcing a purchase feels predatory and microtransactional, whereas gently suggesting "hey, if you want to max out your fun with this thing, you really ought to buy Product X next" is an approach that your customers will appreciate far more.

"The enemy is a 'yu-go-loth'? What the crap is a 'yugoloth' supposed to be? Oh well, I guess I won't be running this module..." - me, age 10.
I have to agree with DP on this one, that would piss me off. "Wait, that expensive Power Rangers toy I bought for my kid is part one of 17 to make an actual megazord? I hope you like playing with the left side of a foot, kid."
 
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