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<blockquote data-quote="Staffan" data-source="post: 8380751" data-attributes="member: 907"><p>Adventure paths were very much a part of the success formula for Paizo. They had a solid adventure rep after doing Dungeon for a couple of years, including two adventure paths that came out of the magazine (Shackled City and Savage Tide).</p><p></p><p>Conventional wisdom in the game industry was that adventures don't make money. I think Ryan Dancey once said that adventures, and to some extent the rest of the D&D product line, essentially were ads for the Player's Handbook that paid for themselves. Paizo instead made a product line focused on adventures, and to some degree the Pathfinder RPG was made because it didn't make any sense to publish adventures for a "dead" game. It seems to have worked out well for them.</p><p></p><p>I think the adventure <strong>path</strong> concept is central here. With traditional adventure publishing, you make shortish adventures that the DM can drop into their campaign, whatever that may be. That means that as a DM, I am interested in buying an adventure that both has the correct level range, fits into my setting, and is otherwise appropriate for my campaign. That's a lot of requirements. But an adventure <strong>path</strong> instead provides me with a full campaign experience, from level 1 to wherever it ends up (20 in PF2, usually about 15-18 in PF1), and usually comes with a player's guide on things to consider in order to make appropriate PCs. That means that as long as I buy into the path's core idea, I'm sure to have use for the rest of it.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8380751, member: 907"] Adventure paths were very much a part of the success formula for Paizo. They had a solid adventure rep after doing Dungeon for a couple of years, including two adventure paths that came out of the magazine (Shackled City and Savage Tide). Conventional wisdom in the game industry was that adventures don't make money. I think Ryan Dancey once said that adventures, and to some extent the rest of the D&D product line, essentially were ads for the Player's Handbook that paid for themselves. Paizo instead made a product line focused on adventures, and to some degree the Pathfinder RPG was made because it didn't make any sense to publish adventures for a "dead" game. It seems to have worked out well for them. I think the adventure [B]path[/B] concept is central here. With traditional adventure publishing, you make shortish adventures that the DM can drop into their campaign, whatever that may be. That means that as a DM, I am interested in buying an adventure that both has the correct level range, fits into my setting, and is otherwise appropriate for my campaign. That's a lot of requirements. But an adventure [B]path[/B] instead provides me with a full campaign experience, from level 1 to wherever it ends up (20 in PF2, usually about 15-18 in PF1), and usually comes with a player's guide on things to consider in order to make appropriate PCs. That means that as long as I buy into the path's core idea, I'm sure to have use for the rest of it. [/QUOTE]
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