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*Pathfinder & Starfinder
Are adventures/modules more important than system?
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<blockquote data-quote="delericho" data-source="post: 5830175" data-attributes="member: 22424"><p>No, not even close.</p><p></p><p>However, adventures are <em>very, very important</em>.</p><p></p><p></p><p></p><p>On the same day WotC release the Starter Set and the Core Rules (which really should be the same day), they should also release at least one (preferably two) adventures suitable for 1st-level characters. Each of these should be a fairly simple and iconic dungeon crawl adventure designed to showcase the 'core' D&D experience - whether that is "Orc and Pie", "kill things and take their stuff", "lamentations of their women", or something else.</p><p></p><p>"Sunless Citadel" is an almost perfect example of what is required, although it could probably use a few more possible routes through the dungeon.</p><p></p><p>If, however, they're doing two adventures on Day One, these two should be <em>different</em> takes on that some core D&D experience - perhaps one is a mostly linear crawl, while the other is much more sandboxy? (Indeed, perhaps the initial releases should be "Return to the Sunless Citadel" and "Caves of Chaos"?)</p><p></p><p>(It should go without saying that any adventures released on Day One <em>must</em> be good adventures. Not releasing any adventures would be a really bad thing... but releasing bad adventures would be worse still!)</p><p></p><p>After Day One, their in-print adventures should probably resemble "Gardmore Abbey" in scope - fairly big stand-alone adventures that contain some sort of component or use some sort of format, that cannot be readily duplicated electronically - perhaps they include the minis required, or have lots of detailed handouts, or include a "Deck of Many Things", or whatever.</p><p></p><p>But, again, quality is really important. WotC need to build a reputation for doing excellent adventures.</p><p></p><p>Meanwhile, the majority of adventure support should come online, in eDungeon (or the DDI generally).</p><p></p><p>Ideally, Dungeon should do at least three adventures every month, gradually settling in to a pattern of one low-level, one mid-level and one high-level adventure each month (or one from each tier, if they retain that paradigm). Obviously, for the first few months, they should skew this lower... but adopting the twin disciplines of "multiple adventures <em>every month</em>" and "covering the entire level range" would be a very good thing.</p><p></p><p>As with the in-print adventures, eDungeon should initially focus on doing good standalone adventures, building (or rebuilding) a reputation for quality. It's much easier to do good standalone adventures than good Adventure Paths, so do the easy thing first.</p><p></p><p>After several months of building quality (perhaps as much as a year, or even more), they should consider doing some linked adventures. Here, start with a trilogy, then a mini-series, and only then should they risk an Adventure Path. The bar for adventure paths is now <em>very</em> high, with both Paizo and EN Publishing showing what can be done. There's no reason WotC shouldn't have the people to do this just as well (or better), but...</p><p></p><p>eDungeon is also the primary place where WotC should provide setting-specific adventures. Sales of in-print adventures are never going to be great, and setting-specific adventures are a niche within that niche, so they're almost certainly not worth doing in-print. But eDungeon is a different proposition - it can afford to take more risks, and it should take more risks. Every 'current' setting should probably get at least one dedicated adventure in eDungeon each year. (Where 'current' means those settings that have been released for the new edition - currently that's "Forgotten Realms", "Eberron" and "Dark Sun".) That doesn't mean other settings <em>shouldn't</em> get support, if a really good adventure is available; only that the current ones absolutely should.</p><p></p><p>Finally, there's the question of updating the 'classics'. Personally, I would prefer WotC to focus most of their efforts on developing <em>new</em> adventures (with new IP to go with them), rather than getting stuck in a rut of just recycling the old. Still, there's always going to be a demand.</p><p></p><p>Perhaps the thing to do is to do periodic boxed updates of classic adventures in-print, and also doing occasional updates of others in eDungeon? But don't rush everything out at once - you'll want something for next year's release schedule!</p><p></p><p>So, that's it:</p><p></p><p>- One (or, better, two) low-level in-print adventures on Day One</p><p>- A couple of big, deluxe, standalone adventures in-print each year</p><p>- Three adventures a month in eDungeon, covering the entire level range, handling setting-specific support, and doing trilogies, mini-series and Adventure Paths later</p><p>- Occasional updates of the classics, across both in-print and eDungeon formats</p><p></p><p>Oh, and also: release 5e under the OGL so the 3pp can support the game!</p></blockquote><p></p>
[QUOTE="delericho, post: 5830175, member: 22424"] No, not even close. However, adventures are [i]very, very important[/i]. On the same day WotC release the Starter Set and the Core Rules (which really should be the same day), they should also release at least one (preferably two) adventures suitable for 1st-level characters. Each of these should be a fairly simple and iconic dungeon crawl adventure designed to showcase the 'core' D&D experience - whether that is "Orc and Pie", "kill things and take their stuff", "lamentations of their women", or something else. "Sunless Citadel" is an almost perfect example of what is required, although it could probably use a few more possible routes through the dungeon. If, however, they're doing two adventures on Day One, these two should be [i]different[/i] takes on that some core D&D experience - perhaps one is a mostly linear crawl, while the other is much more sandboxy? (Indeed, perhaps the initial releases should be "Return to the Sunless Citadel" and "Caves of Chaos"?) (It should go without saying that any adventures released on Day One [i]must[/i] be good adventures. Not releasing any adventures would be a really bad thing... but releasing bad adventures would be worse still!) After Day One, their in-print adventures should probably resemble "Gardmore Abbey" in scope - fairly big stand-alone adventures that contain some sort of component or use some sort of format, that cannot be readily duplicated electronically - perhaps they include the minis required, or have lots of detailed handouts, or include a "Deck of Many Things", or whatever. But, again, quality is really important. WotC need to build a reputation for doing excellent adventures. Meanwhile, the majority of adventure support should come online, in eDungeon (or the DDI generally). Ideally, Dungeon should do at least three adventures every month, gradually settling in to a pattern of one low-level, one mid-level and one high-level adventure each month (or one from each tier, if they retain that paradigm). Obviously, for the first few months, they should skew this lower... but adopting the twin disciplines of "multiple adventures [i]every month[/i]" and "covering the entire level range" would be a very good thing. As with the in-print adventures, eDungeon should initially focus on doing good standalone adventures, building (or rebuilding) a reputation for quality. It's much easier to do good standalone adventures than good Adventure Paths, so do the easy thing first. After several months of building quality (perhaps as much as a year, or even more), they should consider doing some linked adventures. Here, start with a trilogy, then a mini-series, and only then should they risk an Adventure Path. The bar for adventure paths is now [i]very[/i] high, with both Paizo and EN Publishing showing what can be done. There's no reason WotC shouldn't have the people to do this just as well (or better), but... eDungeon is also the primary place where WotC should provide setting-specific adventures. Sales of in-print adventures are never going to be great, and setting-specific adventures are a niche within that niche, so they're almost certainly not worth doing in-print. But eDungeon is a different proposition - it can afford to take more risks, and it should take more risks. Every 'current' setting should probably get at least one dedicated adventure in eDungeon each year. (Where 'current' means those settings that have been released for the new edition - currently that's "Forgotten Realms", "Eberron" and "Dark Sun".) That doesn't mean other settings [i]shouldn't[/i] get support, if a really good adventure is available; only that the current ones absolutely should. Finally, there's the question of updating the 'classics'. Personally, I would prefer WotC to focus most of their efforts on developing [i]new[/i] adventures (with new IP to go with them), rather than getting stuck in a rut of just recycling the old. Still, there's always going to be a demand. Perhaps the thing to do is to do periodic boxed updates of classic adventures in-print, and also doing occasional updates of others in eDungeon? But don't rush everything out at once - you'll want something for next year's release schedule! So, that's it: - One (or, better, two) low-level in-print adventures on Day One - A couple of big, deluxe, standalone adventures in-print each year - Three adventures a month in eDungeon, covering the entire level range, handling setting-specific support, and doing trilogies, mini-series and Adventure Paths later - Occasional updates of the classics, across both in-print and eDungeon formats Oh, and also: release 5e under the OGL so the 3pp can support the game! [/QUOTE]
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