Paul Farquhar
Legend
Indeed. Are you sure it aint you?There are always exceptions.
Indeed. Are you sure it aint you?There are always exceptions.
That is how I think of it too. It wasn't necessarily an adventure I wanted to run but there were parts of it I could mine for my current campaign ToD/SKT mashup campaign.The book is great as a toolbox, though, so I don’t regret purchasing it.
Problem is that traditional one-shot modules don't sell. Each of them has a really, really narrow audience. Take "Deep Horizon", one of the initial set of 3.0 adventures. It's a level 13 adventure, where you're protecting a group of desmodus from beholders and salamanders. The target audience is DMs who:And wouldn't it be fun to buy "modules" again, with the maps printed on the removable, heavy-weight covers? (Although I would prefer modern cartography, not TSR blue.)
No. I don't know who the exception is.Indeed. Are you sure it aint you?
Note that even Paizo, which is extremely good at this style has faced some major challenges. They push a subscription model that attempts to reduce their downside from APs that aren’t as popular, and they had a couple of less successful APs that didn’t sell as well (the circus one and the Agents of Edgewatch one).Traditional wisdom is that adventure sales suck, but that they act as marketing for the game – they lower the threshold for actually getting a game up and running. Paizo turned that on its head with the adventure path concept: adventures that provide a whole campaign with a strong storyline and a distinct theme, and that turned out to be a success. Wizards then copied the concept but made them single-volume mega-adventures instead. But even Paizo have problems with standalone adventures, which is why they're making fewer and fewer of them.
I'd argue that Paizo's problem with modules is they are all made with the Pathfinder Society in mind and this limits them in many ways. Pathfinder has built a great thing with the Pathfinder Society but it has become the bubble that everything gets developed in. They are really developing for the pathfinder society not all Pathfinder gamers.Note that even Paizo, which is extremely good at this style has faced some major challenges. They push a subscription model that attempts to reduce their downside from APs that aren’t as popular, and they had a couple of less successful APs that didn’t sell as well (the circus one and the Agents of Edgewatch one).
Unless things have changed radically with PF2e's organized play, this isn't true. The Pathfinder APs are written to be usable by a broad spectrum of possible play groups to maximize their appeal, but they are distinct from the PFS style of scenario, their structure, and the restrictions on character options.I'd argue that Paizo's problem with modules is they are all made with the Pathfinder Society in mind and this limits them in many ways. Pathfinder has built a great thing with the Pathfinder Society but it has become the bubble that everything gets developed in. They are really developing for the pathfinder society not all Pathfinder gamers.
being usable by a large spectrum is great doublespeak and doesn't actually argue with anything i said. I'll even expand my original opinion. All Pathfinder development is driven mostly by pathfinder society needs and feedback and anyone outside that bubble is not generally considered. Because anything usable by Pathfinder Society is " Usable by a broad spectrum of possible play groups".Unless things have changed radically with PF2e's organized play, this isn't true. The Pathfinder APs are written to be usable by a broad spectrum of possible play groups to maximize their appeal, but they are distinct from the PFS style of scenario, their structure, and the restrictions on character options.
Note that even Paizo, which is extremely good at this style has faced some major challenges. They push a subscription model that attempts to reduce their downside from APs that aren’t as popular, and they had a couple of less successful APs that didn’t sell as well (the circus one and the Agents of Edgewatch one).
Huh. I have not noted any particular PFS thing. But the adventure path format is a bit limiting, particularly the desire to cram 10 or 20 levels of adventuring into a total of 192 or 384 pages plus ancillary material (each AP volume is 96 pages, but only about 64 pages is the adventure, the rest are various support material with more or less connection to the adventure).I'd argue that Paizo's problem with modules is they are all made with the Pathfinder Society in mind and this limits them in many ways. Pathfinder has built a great thing with the Pathfinder Society but it has become the bubble that everything gets developed in. They are really developing for the pathfinder society not all Pathfinder gamers.
I think you may have overlooked the "for every change" part.
There's a range of options here for how much or how little to explain, and if they go for the maximum amount of explanation, the page count really would balloon a lot.
That being said, I DO like some explanation from designers for why certain rules are the way they are. I like it when, for example, they offer optional critical hit rules and explain the impact thereof.
But I think Gradine and others have a point that if you dig into the weeds on too many things it gets unwieldy. It becomes obstructive to using the books for reference, and to new players learning afresh.
I've bolded the half of my sentence applying to myself and other experienced players, which you somehow ignored in your rush to take umbrage.And new players are the only ones that matter, right? Sometimes I feel like WotC actively wants the rest of us to go away.