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Bestiary 5 - flavour fail
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<blockquote data-quote="James Jacobs" data-source="post: 6784612" data-attributes="member: 23937"><p>AKA: Help James get his paycheck? I'm okay with that! ;-)</p><p></p><p>For what it's worth, I do agree that the flavor text in Bestiary 5 took a pretty strong hit, and it's something I'll be doing what I can to make sure isn't a problem in the future. No promises, but yeah... there are ALWAYS ways to shorten the rules to make more room for flavor text, and in a lot of cases, even a few extra lines of flavor text, or having that flavor text be particularly well-written, can make a lot of difference. I do feel like Bestiary 5 skewed a bit too hard on the "rules are in charge and flavor text is extra" side of things, but I'm going to try to use my influence to swing that in the other direction as best I can going forward, for what that's worth. But yeah, basically you're seeing the difference in Bestiary 5's flavor text between my own design goals/philosophies and the design team's, I guess, which is to make sure the monster's rules are served. Which isn't by any means the WRONG choice. It's just a different one than I would have made in most cases, is all.</p><p></p><p>That all said... the fact that our goblins have become so iconic isn't because of the flavor text in the Bestiary—it's because of how they were presented in our first AP adventure, "Burnt Offerings," and beyond that on other products like "Classic Monsters Revisited" and "Goblins of Golarion," which only further suggests that folks eager to learn more about our flavor text DO need to spend more money. If we do our jobs right, the spending of money is something folks do because they want to, not because they feel they have to, of course...</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 6784612, member: 23937"] AKA: Help James get his paycheck? I'm okay with that! ;-) For what it's worth, I do agree that the flavor text in Bestiary 5 took a pretty strong hit, and it's something I'll be doing what I can to make sure isn't a problem in the future. No promises, but yeah... there are ALWAYS ways to shorten the rules to make more room for flavor text, and in a lot of cases, even a few extra lines of flavor text, or having that flavor text be particularly well-written, can make a lot of difference. I do feel like Bestiary 5 skewed a bit too hard on the "rules are in charge and flavor text is extra" side of things, but I'm going to try to use my influence to swing that in the other direction as best I can going forward, for what that's worth. But yeah, basically you're seeing the difference in Bestiary 5's flavor text between my own design goals/philosophies and the design team's, I guess, which is to make sure the monster's rules are served. Which isn't by any means the WRONG choice. It's just a different one than I would have made in most cases, is all. That all said... the fact that our goblins have become so iconic isn't because of the flavor text in the Bestiary—it's because of how they were presented in our first AP adventure, "Burnt Offerings," and beyond that on other products like "Classic Monsters Revisited" and "Goblins of Golarion," which only further suggests that folks eager to learn more about our flavor text DO need to spend more money. If we do our jobs right, the spending of money is something folks do because they want to, not because they feel they have to, of course... [/QUOTE]
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Bestiary 5 - flavour fail
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