Dancey's study, and his summary of its results, have drawn criticism from many corners of the RPG industry and fan base on methodological and ideological grounds, but no better data has yet been released. According to a 1999 marketing study conducted by Wizards of the Coast, the publishers of Dungeons & Dragons, 8% of tabletop role-players played Call of Cthulhu at least once a month, compared with 40% for Storyteller system games ( Vampire: the Masquerade and Werewolf: the Apocalypse) and 66% for Dungeons & Dragons (Dancey 2000). There is no current reliable player base data, but White Wolf game book sales, for example, are typically five to ten times those of Chaosium. However, for a relatively small company, Chaosium has a large adventure book "footprint." Eleven of twenty-one Call of Cthulhu supplements currently in print from Chaosium are adventure books six of the others include adventures, a much larger ratio than more prolific companies such as White Wolf, despite a smaller player base. For example, White Wolf Publishing reliably produces one or two "chronicle" books a year designed for the various games using their Storyteller system (the second-most-popular role-playing rules set), and Palladium has four adventure books currently in print supporting RIFTS (the third-most-popular role-playing game rules set). Like most conventional wisdom, this is not quite accurate. The conventional wisdom within the role-playing design field is that Call of Cthulhu is the only role-playing game aside from Dungeons & Dragons (the overwhelmingly most popular role-playing rules set) that can support a continuous stream of profitable adventures. Such adventure material is relatively rare, and "pure" adventure books rarer still. Most role-playing supplements contain additional information on game rules or setting, or cover specific subjects such as weapons or genre emulation rather than present pre-scripted adventures or scenarios. Published adventures for the role-playing game Call of Cthulhu have remained unusually successful, both artistically and economically, in the role-playing game industry. "Puerile though the story was, old Zadok's insane earnestness and horror had communicated to me a mounting unrest.
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