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*TTRPGs General
An open letter to Randy Buehler
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<blockquote data-quote="Erik Mona" data-source="post: 4453391" data-attributes="member: 2174"><p>Good question.</p><p></p><p>The outline for Shackled City was only a few sentences per adventure, and as I recall only the first few plots were even sketched out. When it was started, the editorial staff wasn't really even sure where it was going to end. Authors deliberately threw in dangling plot threads to be followed up by other authors, and everything was a bit of a mess at the beginning.</p><p></p><p>This is to be expected, as it as completely new ground. A brilliant, mad experiment.</p><p></p><p>A little too mad for my tastes, so when I took over the magazine around the 4th installment I decided the path needed a more complete outline. We had a meeting at Paizo with all of the AP authors past and future and plotted out how the whole thing would come together. </p><p></p><p>Still, I wasn't satisfied with the final result, so for Age of Worms I wrote a much more detailed outline, including plotting certain encounters into the outlines. </p><p></p><p>The players had been asking for a complete outline since the beginning of Shackled City, so we knew we needed to include it into the magazine at the start. </p><p></p><p>Unfortunately, the content for the first installment--which I (over)wrote personally--was far more than we could fit into a single issue, so we had to move the overview into the Age of Worms Overload download. Because _that_ had to be produced outside the breakneck magazine schedule, it took longer to come out than any of us wanted. </p><p></p><p>When it came time to do Savage Tide, we made sure to include the overview in the magazine itself, since we were not comfortable with the hoops people had to jump through to get the outline in Overload.</p><p></p><p>You learn a lot each time you do one of these. Part of the current issue, in my opinion, is that the current DDI staff is going to need to learn all of these lessons over again, whereas we are building on cumulative experience each time.</p><p></p><p>--Erik</p></blockquote><p></p>
[QUOTE="Erik Mona, post: 4453391, member: 2174"] Good question. The outline for Shackled City was only a few sentences per adventure, and as I recall only the first few plots were even sketched out. When it was started, the editorial staff wasn't really even sure where it was going to end. Authors deliberately threw in dangling plot threads to be followed up by other authors, and everything was a bit of a mess at the beginning. This is to be expected, as it as completely new ground. A brilliant, mad experiment. A little too mad for my tastes, so when I took over the magazine around the 4th installment I decided the path needed a more complete outline. We had a meeting at Paizo with all of the AP authors past and future and plotted out how the whole thing would come together. Still, I wasn't satisfied with the final result, so for Age of Worms I wrote a much more detailed outline, including plotting certain encounters into the outlines. The players had been asking for a complete outline since the beginning of Shackled City, so we knew we needed to include it into the magazine at the start. Unfortunately, the content for the first installment--which I (over)wrote personally--was far more than we could fit into a single issue, so we had to move the overview into the Age of Worms Overload download. Because _that_ had to be produced outside the breakneck magazine schedule, it took longer to come out than any of us wanted. When it came time to do Savage Tide, we made sure to include the overview in the magazine itself, since we were not comfortable with the hoops people had to jump through to get the outline in Overload. You learn a lot each time you do one of these. Part of the current issue, in my opinion, is that the current DDI staff is going to need to learn all of these lessons over again, whereas we are building on cumulative experience each time. --Erik [/QUOTE]
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