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*Pathfinder & Starfinder
Bruce Nesmith Interview: 1 month, 1 32 page module
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<blockquote data-quote="Mercurius" data-source="post: 7673163" data-attributes="member: 59082"><p>If writing said essay (or module) is your full-time job, then no, it is not insanely fast. It is quite easy to manage that sort of word-count. If I were doing it I'd probably spend the first week brainstorming ideas, outlining the module, etc. The second week would be writing the first draft, the third week would be editing the draft, and the fourth week would be polishing it up. </p><p></p><p>What is more difficult is playtesting it to work out the kinks. I think that's the larger problem that TSR must have run into in terms of quality control.</p><p></p><p>As for this discussion of AD&D vs. 5E modules, what seems to be missing is the fact that in The Good Old Days there were a ton of options to choose from. Even if two out of three modules were bad, that still left you with many options a year. A shotgun approach has its positives. The problem now is we only have the story arc du jour (or bi-annually). There's no choice, no options. Even though Paizo has a similar pattern of two story arcs a year (or so), they also publish one-shot adventures for those wanting something different.</p><p></p><p>It just seems odd that WotC isn't offering at least two or three one-shot adventures a year, alongside the story arcs. Yeah, I know I can write my own or go on dndclassics or dust off old modules. But if I'm running D&D I'm wanting to provide at least a few options for people, give them some choice. This doesn't mean a deluge of product, but it does mean, well, something.</p><p></p><p>But yeah, this has been said before. I know, I know. All that said, we're only a year into the edition and already saw significant improvement from the first to second story arc. I'm guessing (or hoping) at some point WotC decides to expand things a bit.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7673163, member: 59082"] If writing said essay (or module) is your full-time job, then no, it is not insanely fast. It is quite easy to manage that sort of word-count. If I were doing it I'd probably spend the first week brainstorming ideas, outlining the module, etc. The second week would be writing the first draft, the third week would be editing the draft, and the fourth week would be polishing it up. What is more difficult is playtesting it to work out the kinks. I think that's the larger problem that TSR must have run into in terms of quality control. As for this discussion of AD&D vs. 5E modules, what seems to be missing is the fact that in The Good Old Days there were a ton of options to choose from. Even if two out of three modules were bad, that still left you with many options a year. A shotgun approach has its positives. The problem now is we only have the story arc du jour (or bi-annually). There's no choice, no options. Even though Paizo has a similar pattern of two story arcs a year (or so), they also publish one-shot adventures for those wanting something different. It just seems odd that WotC isn't offering at least two or three one-shot adventures a year, alongside the story arcs. Yeah, I know I can write my own or go on dndclassics or dust off old modules. But if I'm running D&D I'm wanting to provide at least a few options for people, give them some choice. This doesn't mean a deluge of product, but it does mean, well, something. But yeah, this has been said before. I know, I know. All that said, we're only a year into the edition and already saw significant improvement from the first to second story arc. I'm guessing (or hoping) at some point WotC decides to expand things a bit. [/QUOTE]
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