A module? Haven't really heard that term in a while, it got more or less supplanted by the 'adventure path' or just 'adventures' for WotC after they kicked paizo to the curb, and those tend to be too big and unwieldy.
pages: 64 for the classic length.
Play time: going to vary by group to the point that I don't think there is a good answer. 2-4 sessions, perhaps.
Happiness- mostly if I were to buy a module at this point, it would be because I needed something in a rush to run a game the next weekend. Maps are required, NPCs can be thumbnails, art not so much (no one else in the group is going to see the module, so why bother?). Items and spells definite hard no, as homebrew stuff tends to be a mess.
For a campaign, I don't see much point. Barring a sudden diversion really needs to happen, I can adapt something that already exists and make it fit.
Pay- eh. Rather leery of sites like DMs Guild, as I know too little about the group behind it and their conglomeration of things like drivethruRPG and the like. But... convenience can be worth $5 or something.
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