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Charles Ryan on Adventures
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<blockquote data-quote="rounser" data-source="post: 2641350" data-attributes="member: 1106"><p>I'm not sure if anyone's mentioned this, but I think that this discussion is missing a massive piece of the puzzle...that designers are simply not very interested in making a "tower of orcs" (as a WotC designer reportedly contemptuously called adventure-writing), when there's a much bigger glory factor in making a setting, or a sourcebook.</p><p></p><p>Making new rules or a broad campaign setting is like talking the talk...making promises that <em>the DM</em> is supposed to deliver on....whereas writing an adventure causes the possibilities to collapse into a singularity, it's walking the walk, and far too much like hard work when compared to the alternatives (stuffing around with maps, the history of the elves, and your cool new ranger class). Writing about kingdoms that never were or new rules is significantly more fun than drafting out an adventure, in the same way that most DMs love to draw maps and make campaign settings and house rules more than actual adventure notes.</p><p></p><p>Perversely, DMs don't seem to realise that they're buying the fun creation stuff (thinking more campaign setting than rules here) and leaving the hard work for themselves. I think this is because they don't like to think about the possibilities collapsing either, and would rather lose themselves in a daydream of kingdoms and classes than worry about the nitty gritty, which is plot hooks and encounters. No wonder D&D publishing is in such a weird fix.</p></blockquote><p></p>
[QUOTE="rounser, post: 2641350, member: 1106"] I'm not sure if anyone's mentioned this, but I think that this discussion is missing a massive piece of the puzzle...that designers are simply not very interested in making a "tower of orcs" (as a WotC designer reportedly contemptuously called adventure-writing), when there's a much bigger glory factor in making a setting, or a sourcebook. Making new rules or a broad campaign setting is like talking the talk...making promises that [i]the DM[/i] is supposed to deliver on....whereas writing an adventure causes the possibilities to collapse into a singularity, it's walking the walk, and far too much like hard work when compared to the alternatives (stuffing around with maps, the history of the elves, and your cool new ranger class). Writing about kingdoms that never were or new rules is significantly more fun than drafting out an adventure, in the same way that most DMs love to draw maps and make campaign settings and house rules more than actual adventure notes. Perversely, DMs don't seem to realise that they're buying the fun creation stuff (thinking more campaign setting than rules here) and leaving the hard work for themselves. I think this is because they don't like to think about the possibilities collapsing either, and would rather lose themselves in a daydream of kingdoms and classes than worry about the nitty gritty, which is plot hooks and encounters. No wonder D&D publishing is in such a weird fix. [/QUOTE]
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