Silly question - why doesn't WoTC make modules anymore?
Note; I've only been playing 5e for a couple of years and very rarely (I DM an occasional game because my pal's wife wanted to play and she looked at me and said; "Hey, you played D&D right"? To which I replied; "Yea, in the 80s".
ANYho', I know there are the big adventure books. Hey, terrific! But I thought it seemed odd they don't have modules in the form they used too, or at least something similar. I can only speculate as to the reasons. Anyone have any insight?
I'm curious because I've always been interested in the publishing history of D&D. :)
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
DNDBeyond should really add "Adventures" to the Homebrew Collections section. Let people create and review original content that is directly integrated into the site.
Since it wouldn't require any fancy mechanics, it should be relatively straightforward to create a versatile adventure builder.
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
They learned the hard way that putting out too much chaff will lead to financial ruin - something that more new IPs need to learn the hard way too it seems. I'm having much fun with a new system that came out in 2014, and I have bought 14 big books (128+ to 360+ pages) and around 20+ smaller booklets (48 pages) from them, and there is much much more - and they already nearly went bankrupt once because they put out too much stuff that noone bought.
They bundle the smaller adventures into anthologies now instead of selling them individually as modules. Like the one that just came out recently, Candledeep.
And of course the simple answer for any business... because doing it this way either makes them more money, or they think it makes them more money (businesses are not always right about that, but changing the marketing department's mentality is like pushing sand uphill in a lot of companies).
It's like asking why WOTC sticks to publishing D&D and not any of TSR's other 1980s properties like Star Frontiers, Gamma World, or Boot Hill. Again, it's because WOTC thinks that putting out more D&D content will gain them more money than putting out some D&D and some SF, GW, or BH. (I'm not saying they're wrong about that either -- I'm just saying that the answer is always, and only, about $$$).
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
According to the underlying principles upon which capitalism was founded, a company is morally required to enact policies that maintain profits. The theory is that the employment opportunities they provide, the taxes they pay and the charitable donations they make to reduce those taxes, the support and supply infrastructures they promote and require and all of their employees, taxes, and philanthropy, etc ad infinitum is a greater good to society than the reduced prices would be since the rest of that would be proportionally lower. It’s 🐴💩, but it is the system in which WotC operates.
DNDBeyond should really add "Adventures" to the Homebrew Collections section. Let people create and review original content that is directly integrated into the site.
Since it wouldn't require any fancy mechanics, it should be relatively straightforward to create a versatile adventure builder.
I could get behind this myself, create an adventure so it can be read here like an adventure book can. With encounters that can be added in to the builder with attached homebrew stuff as well. Maybe all the wat to a campaign setting down the road.
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
A lot of the adventures on that list don't really qualify has short modules, and many of the ones that do were either packaged with a larger book or used as a promotion for something. Very few of them were just sold as stand alone products. The majority of short modules that WotC produced for Third Edition were given away for free as participation prizes for events.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Not "in physical print" but you can find "module" sized adventures on DMsGuild, a lot of people with WotC writing creds have stuff on there. I think some may be print on demand. Drivethru RPG (which I believe actually hosts DMsGuild) would be another place to look. Just make sure you confirm what you're looking at is in fact for 5e. On top of all the 5e stuff, WotC has basically dumped pdfs of all prior D&D edition product lines over those storefronts.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I can strongly recommend the DMs Guild and Drive Thru RPG for modules as opposed to adventures. I've bought a lot of stuff off of there, and there's a lot of stuff that's Pay What You Want.
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
A lot of the adventures on that list don't really qualify has short modules, and many of the ones that do were either packaged with a larger book or used as a promotion for something. Very few of them were just sold as stand alone products. The majority of short modules that WotC produced for Third Edition were given away for free as participation prizes for events.
Really? Could you point out a few of those that don't qualify? There's about twenty on that list that are designed to cover 3 or fewer levels only, that as far as I know were not free, and most of them I recall being sold separately.
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
A lot of the adventures on that list don't really qualify has short modules, and many of the ones that do were either packaged with a larger book or used as a promotion for something. Very few of them were just sold as stand alone products. The majority of short modules that WotC produced for Third Edition were given away for free as participation prizes for events.
On that note as well, you link does not include the hundreds of modules that were released as part of the digital versions of the Dungeon Magazine throughout the 4th Ed era.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
They bundle the smaller adventures into anthologies now instead of selling them individually as modules. Like the one that just came out recently, Candledeep.
On this note Candle keep and tales from the yawning portal are the main anthology official books I'm aware of.
According to the underlying principles upon which capitalism was founded, a company is morally required to enact policies that maintain profits.
Yes, but many times companies do things that they think will maximize or maintain profits and those measures turn out to be mistakes or may be built on false premises. See for reference, "the New Coke."
We can be fairly sure that WOTC *thinks* that smaller more modular adventures (i.e., "modules") are not as good at earning them money as the big hardbacked adventures (which are really more like campaigns than adventures). And they may well be right. I'm sure they have some data to back them up. And this is why they publish what they do.
However, since there hasn't been an actual controlled experiment done to test the conclusions they've drawn either from past data or from focus group surveys or whatever they are using to make their decisions, there isn't any way to truly know if this is the case or not. It's quite possible they could be leaving a lot of money "on the board" that they could have been making, and they simply have misjudged the market.
I'm not saying I think they have... I'm just saying that, they think they are maximizing profits, so that is what they are doing. Are they right? We don't really know.
I'd really like to add my 2c in support of folks like BioWizard.
The issue with Modules is that they have a different Target Market that is MOSTLY fulfilled by Adventurer's League. They are both the "cheap" way into D&D that lets you spend little to nothing and play. Several others have mentioned going to DMsGuild and finding adventures. They have seasons that can Voltron together into a larger story if you want them to, like many of the old modules.
If they were to print modules, they'd likely hurt their other two main sources of income and likely make less in the long run. Modules are effectively magazines that are intended to be viewed as quick non-important adventures... y'know, 5 sessions or less. And if they build on eachother the way that they used to, you run a big risk: You can't actually predict how many copies will sell. Sure, D1 will sell really well, but D2 will likely sell less, D3+ a lot less, all at the same cost to print, so you lose money as you produce more in the same story. Instead, Wizards can say, "Let's do high seas!" And print Ghosts of Salt Marsh, or "Indiana Jones!" And get Tomb of Annihilation. "Cramped Underdark" and you get Out of the Abyss. Each Adventure Book forces the buyer to get the entire line at a lower cost to produce, and since it's always a new kind of game, it's easier to guess around how much money it'll make.
Worse yet, D&D isn't made for Grognards. It's made for teens and young adults with low income, so if they produce a cheaper version that's likely to sell less, the people who migh have $50 for D&D every 3 months might end up spending $10 on an adventure and $40 at the drive in, instead of $10 every two weeks... but $50 all at once is easier to get them to do. The money strapped will make one purchase and it'll be the cheaper option... so if you add a way for them to get out for less, they will. Heck, look at how popular D&D Beyond is because of that!
Then we look at their other front: Adventurer's League. AL doesn't look like it, but it's the primary way that D&D Advertizes. Telling someone who's interested, "We have a game you don't have to commit to or plan around. Just show up!" Is WAAAAAAY more likely to get someone to show up and adopt the game than, "Spend $10, schedule with people you might be afraid of teasing you for what has been known as the nerdiest hobby for 40 years and was commonly used as a way to dimish someone's cool factor in sitcoms you grew up with, and put a lot more effort into playing." Like sure, that's almost EXACTLY what the Starter sets are, and the adventures like Lost Mines of Phandelver are exactly like the old Modules. The issue is, as the way to get people hooked for cheap, Modules would actually cut down on the number of people who go to AL, which would make it harder to work as an advertising scheme.
And the last point which I just realized: D&D is trying to pass itself off as Premium Product. Look at those glossy books with their inclusive art and bleed edges! The only way to get something that isn't hardcover is to buy a Starter Set which still hides its soft cover behind a hard box. Mass Market Magazine print adventures gives D&D a disposable appearance that goes against their current branding... which is why the only way you can actually find shorter adventures printed on normal (non-edge beld page) paper without the premium look is to find the AL PDF's and print them yourself. They're like $5 each and I'm really happy with my Tyranny of Dragons binder. Hit those up if your jonesing for a taste of the old fashioned.
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
A lot of the adventures on that list don't really qualify has short modules, and many of the ones that do were either packaged with a larger book or used as a promotion for something. Very few of them were just sold as stand alone products. The majority of short modules that WotC produced for Third Edition were given away for free as participation prizes for events.
On that note as well, you link does not include the hundreds of modules that were released as part of the digital versions of the Dungeon Magazine throughout the 4th Ed era.
"This is a list of official Dungeons & Dragons adventures published by Wizards of the Coast as separate publications. It does not include adventures published as part of supplements, officially licensed Dungeons & Dragons adventures published by other companies, official d20 System adventures and other Open Game License adventures that may be compatible with Dungeons & Dragons."
Modules that are part of a larger publication are less relevant for the topic at hand. They help sell that larger publication, but it's impossible to tell how valuable they are for that. I don't think they're the kind of thing Jeffiaz was refering to (but I could be wrong).
We can be fairly sure that WOTC *thinks* that smaller more modular adventures (i.e., "modules") are not as good at earning them money as the big hardbacked adventures (which are really more like campaigns than adventures). And they may well be right. I'm sure they have some data to back them up. And this is why they publish what they do.
It's not proof positive, but the figures they have from the DMs' Guild should be pretty useful data for them, as well as what they've seen throughout 3rd and 4th edition. They also know how well Dragon of Icespire Peak sells, as well as its 4 followup adventures. And they have three $10 modules as well. You're right that we can't be sure (and neither can WotC), but if I were a gambling man I'd say odds are they're not far off.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
I'd venture to guess that another reason modules (which I absolutely love) aren't produced anymore is that, as a result of highly visible epic campaigns like Critical Role, episodic campaigns are going out of fashion. I'm more than a little sad about that, because episodic games are my favorite, but the truth is that most players these days expect to be part of some huge LotR-esque tale, not jut adventurers going from job to job. Of course, it's hard to say which came first, the chicken or the egg: maybe if WotC produced more modules, episodic campaigns could make a comeback.
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Wizard (Gandalf) of the Tolkien Club
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Hi,
Silly question - why doesn't WoTC make modules anymore?
Note; I've only been playing 5e for a couple of years and very rarely (I DM an occasional game because my pal's wife wanted to play and she looked at me and said; "Hey, you played D&D right"? To which I replied; "Yea, in the 80s".
ANYho', I know there are the big adventure books. Hey, terrific! But I thought it seemed odd they don't have modules in the form they used too, or at least something similar. I can only speculate as to the reasons. Anyone have any insight?
I'm curious because I've always been interested in the publishing history of D&D. :)
Third edition's OGL policies changed a lot of things. I expect they looked at the sales figures since 2000 and decided modules like that aren't worth it for them. It's not like there aren't tons to be found on DM's Guild, and modules are usually fairly easy to convert from one edition to another.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I suspect that WotC made the OGL after looking at sales figures from TSR and decided that small one-and-done modules weren't worth bothering with. For the first couple of years after 3.0 came out, there were tons of such modules (most of which were terrible) produced by fly by night companies that littered gaming store shelves. And then they basically vanished.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
DNDBeyond should really add "Adventures" to the Homebrew Collections section. Let people create and review original content that is directly integrated into the site.
Since it wouldn't require any fancy mechanics, it should be relatively straightforward to create a versatile adventure builder.
I'd agree, if not for the fact that WotC also made short modules themselves all through 3rd edition (https://en.wikipedia.org/wiki/List_of_Dungeons_&_Dragons_adventures). The pattern changed for 4E, and even more for 5E.
Want to start playing but don't have anyone to play with? You can try these options: [link].
They learned the hard way that putting out too much chaff will lead to financial ruin - something that more new IPs need to learn the hard way too it seems. I'm having much fun with a new system that came out in 2014, and I have bought 14 big books (128+ to 360+ pages) and around 20+ smaller booklets (48 pages) from them, and there is much much more - and they already nearly went bankrupt once because they put out too much stuff that noone bought.
#OpenDnD
They bundle the smaller adventures into anthologies now instead of selling them individually as modules. Like the one that just came out recently, Candledeep.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
And of course the simple answer for any business... because doing it this way either makes them more money, or they think it makes them more money (businesses are not always right about that, but changing the marketing department's mentality is like pushing sand uphill in a lot of companies).
It's like asking why WOTC sticks to publishing D&D and not any of TSR's other 1980s properties like Star Frontiers, Gamma World, or Boot Hill. Again, it's because WOTC thinks that putting out more D&D content will gain them more money than putting out some D&D and some SF, GW, or BH. (I'm not saying they're wrong about that either -- I'm just saying that the answer is always, and only, about $$$).
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
According to the underlying principles upon which capitalism was founded, a company is morally required to enact policies that maintain profits. The theory is that the employment opportunities they provide, the taxes they pay and the charitable donations they make to reduce those taxes, the support and supply infrastructures they promote and require and all of their employees, taxes, and philanthropy, etc ad infinitum is a greater good to society than the reduced prices would be since the rest of that would be proportionally lower. It’s 🐴💩, but it is the system in which WotC operates.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I could get behind this myself, create an adventure so it can be read here like an adventure book can. With encounters that can be added in to the builder with attached homebrew stuff as well. Maybe all the wat to a campaign setting down the road.
A lot of the adventures on that list don't really qualify has short modules, and many of the ones that do were either packaged with a larger book or used as a promotion for something. Very few of them were just sold as stand alone products. The majority of short modules that WotC produced for Third Edition were given away for free as participation prizes for events.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Not "in physical print" but you can find "module" sized adventures on DMsGuild, a lot of people with WotC writing creds have stuff on there. I think some may be print on demand. Drivethru RPG (which I believe actually hosts DMsGuild) would be another place to look. Just make sure you confirm what you're looking at is in fact for 5e. On top of all the 5e stuff, WotC has basically dumped pdfs of all prior D&D edition product lines over those storefronts.
Jander Sunstar is the thinking person's Drizzt, fight me.
I can strongly recommend the DMs Guild and Drive Thru RPG for modules as opposed to adventures. I've bought a lot of stuff off of there, and there's a lot of stuff that's Pay What You Want.
Find my D&D Beyond articles here
Really? Could you point out a few of those that don't qualify? There's about twenty on that list that are designed to cover 3 or fewer levels only, that as far as I know were not free, and most of them I recall being sold separately.
Want to start playing but don't have anyone to play with? You can try these options: [link].
On that note as well, you link does not include the hundreds of modules that were released as part of the digital versions of the Dungeon Magazine throughout the 4th Ed era.
On this note Candle keep and tales from the yawning portal are the main anthology official books I'm aware of.
Yes, but many times companies do things that they think will maximize or maintain profits and those measures turn out to be mistakes or may be built on false premises. See for reference, "the New Coke."
We can be fairly sure that WOTC *thinks* that smaller more modular adventures (i.e., "modules") are not as good at earning them money as the big hardbacked adventures (which are really more like campaigns than adventures). And they may well be right. I'm sure they have some data to back them up. And this is why they publish what they do.
However, since there hasn't been an actual controlled experiment done to test the conclusions they've drawn either from past data or from focus group surveys or whatever they are using to make their decisions, there isn't any way to truly know if this is the case or not. It's quite possible they could be leaving a lot of money "on the board" that they could have been making, and they simply have misjudged the market.
I'm not saying I think they have... I'm just saying that, they think they are maximizing profits, so that is what they are doing. Are they right? We don't really know.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I'd really like to add my 2c in support of folks like BioWizard.
The issue with Modules is that they have a different Target Market that is MOSTLY fulfilled by Adventurer's League. They are both the "cheap" way into D&D that lets you spend little to nothing and play. Several others have mentioned going to DMsGuild and finding adventures. They have seasons that can Voltron together into a larger story if you want them to, like many of the old modules.
If they were to print modules, they'd likely hurt their other two main sources of income and likely make less in the long run. Modules are effectively magazines that are intended to be viewed as quick non-important adventures... y'know, 5 sessions or less. And if they build on eachother the way that they used to, you run a big risk: You can't actually predict how many copies will sell. Sure, D1 will sell really well, but D2 will likely sell less, D3+ a lot less, all at the same cost to print, so you lose money as you produce more in the same story. Instead, Wizards can say, "Let's do high seas!" And print Ghosts of Salt Marsh, or "Indiana Jones!" And get Tomb of Annihilation. "Cramped Underdark" and you get Out of the Abyss. Each Adventure Book forces the buyer to get the entire line at a lower cost to produce, and since it's always a new kind of game, it's easier to guess around how much money it'll make.
Worse yet, D&D isn't made for Grognards. It's made for teens and young adults with low income, so if they produce a cheaper version that's likely to sell less, the people who migh have $50 for D&D every 3 months might end up spending $10 on an adventure and $40 at the drive in, instead of $10 every two weeks... but $50 all at once is easier to get them to do. The money strapped will make one purchase and it'll be the cheaper option... so if you add a way for them to get out for less, they will. Heck, look at how popular D&D Beyond is because of that!
Then we look at their other front: Adventurer's League. AL doesn't look like it, but it's the primary way that D&D Advertizes. Telling someone who's interested, "We have a game you don't have to commit to or plan around. Just show up!" Is WAAAAAAY more likely to get someone to show up and adopt the game than, "Spend $10, schedule with people you might be afraid of teasing you for what has been known as the nerdiest hobby for 40 years and was commonly used as a way to dimish someone's cool factor in sitcoms you grew up with, and put a lot more effort into playing." Like sure, that's almost EXACTLY what the Starter sets are, and the adventures like Lost Mines of Phandelver are exactly like the old Modules. The issue is, as the way to get people hooked for cheap, Modules would actually cut down on the number of people who go to AL, which would make it harder to work as an advertising scheme.
And the last point which I just realized: D&D is trying to pass itself off as Premium Product. Look at those glossy books with their inclusive art and bleed edges! The only way to get something that isn't hardcover is to buy a Starter Set which still hides its soft cover behind a hard box. Mass Market Magazine print adventures gives D&D a disposable appearance that goes against their current branding... which is why the only way you can actually find shorter adventures printed on normal (non-edge beld page) paper without the premium look is to find the AL PDF's and print them yourself. They're like $5 each and I'm really happy with my Tyranny of Dragons binder. Hit those up if your jonesing for a taste of the old fashioned.
"This is a list of official Dungeons & Dragons adventures published by Wizards of the Coast as separate publications. It does not include adventures published as part of supplements, officially licensed Dungeons & Dragons adventures published by other companies, official d20 System adventures and other Open Game License adventures that may be compatible with Dungeons & Dragons."
Modules that are part of a larger publication are less relevant for the topic at hand. They help sell that larger publication, but it's impossible to tell how valuable they are for that. I don't think they're the kind of thing Jeffiaz was refering to (but I could be wrong).
It's not proof positive, but the figures they have from the DMs' Guild should be pretty useful data for them, as well as what they've seen throughout 3rd and 4th edition. They also know how well Dragon of Icespire Peak sells, as well as its 4 followup adventures. And they have three $10 modules as well. You're right that we can't be sure (and neither can WotC), but if I were a gambling man I'd say odds are they're not far off.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I'd venture to guess that another reason modules (which I absolutely love) aren't produced anymore is that, as a result of highly visible epic campaigns like Critical Role, episodic campaigns are going out of fashion. I'm more than a little sad about that, because episodic games are my favorite, but the truth is that most players these days expect to be part of some huge LotR-esque tale, not jut adventurers going from job to job. Of course, it's hard to say which came first, the chicken or the egg: maybe if WotC produced more modules, episodic campaigns could make a comeback.
Wizard (Gandalf) of the Tolkien Club