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<blockquote data-quote="Morrus" data-source="post: 5719848" data-attributes="member: 1"><p>A review?</p><p></p><p></p><p></p><p>I think this is true. I often send Ryan an email saying "I was running an adventure last night and found I really wished it did X; let's do that." </p><p></p><p>Sometimes it's just little things - the NPC player handout for each adventure was something I wanted because I lost track of the number of times I'd mention an NPC to a player and they wouldn't remember who it was; the power fluff text in monster powers, too, because sometimes I struggled to describe why a power had the effects it did.</p><p></p><p>I also found that I kinda wanted an easily accessible recap of the previous adventure at the beginning of each new one - kinda like TV shows say "Previously on.....", and out of that was born the idea for the<em> Flint Tribune</em>, which expanded to also provide setting or background information and so on.</p><p></p><p>So there is definitely stuff which is there because it solves issues that we personally experienced when running adventures. That's not to say everybody has the same problems as, for example, I do - hell, I'm sure there are many much better DMs who simply don't struggle with these things at all - but I figured that if I did, then <em>some</em> other people will, too, and will find the stuff helpful.</p><p></p><p>The other big thing we purposefully do, of course, is to design for ourselves in the sense that we're experienced DMs who don't need a <em>Keep on the Shadowfell</em>. We write for experienced DMs, not beginner DMs (in the way that WotC has to accomodate new players, we don't - we assume you know what you're doing, have the experience to handle complex issues and plots, and leave as much scope for improvisation as possible without hand-holding the DM through the process).</p></blockquote><p></p>
[QUOTE="Morrus, post: 5719848, member: 1"] A review? I think this is true. I often send Ryan an email saying "I was running an adventure last night and found I really wished it did X; let's do that." Sometimes it's just little things - the NPC player handout for each adventure was something I wanted because I lost track of the number of times I'd mention an NPC to a player and they wouldn't remember who it was; the power fluff text in monster powers, too, because sometimes I struggled to describe why a power had the effects it did. I also found that I kinda wanted an easily accessible recap of the previous adventure at the beginning of each new one - kinda like TV shows say "Previously on.....", and out of that was born the idea for the[I] Flint Tribune[/I], which expanded to also provide setting or background information and so on. So there is definitely stuff which is there because it solves issues that we personally experienced when running adventures. That's not to say everybody has the same problems as, for example, I do - hell, I'm sure there are many much better DMs who simply don't struggle with these things at all - but I figured that if I did, then [I]some[/I] other people will, too, and will find the stuff helpful. The other big thing we purposefully do, of course, is to design for ourselves in the sense that we're experienced DMs who don't need a [I]Keep on the Shadowfell[/I]. We write for experienced DMs, not beginner DMs (in the way that WotC has to accomodate new players, we don't - we assume you know what you're doing, have the experience to handle complex issues and plots, and leave as much scope for improvisation as possible without hand-holding the DM through the process). [/QUOTE]
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