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Charles Ryan on Adventures
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<blockquote data-quote="mythusmage" data-source="post: 2644014" data-attributes="member: 571"><p><strong>SRD Advice</strong></p><p></p><p>Write it first. Start work on your project by doing up an outline. As you work on the outline decide on the mechanics you'll be including, both from other sources and original. When you've decided on the mechanics to be included write up a project bible; a project SRD those who work on the project will follow. Be sure to enforce project discipline, but be ready to change things when problems show up and things need to be changed.</p><p></p><p>Keep the SRD to the basics. Just the mechanics, save the rest for the project. The project is where you incorporate all the stuff that (one hopes) leads people to buy it. You have a nifty new Prestige Class, the project SRD is where you write up the mechanics and basic description. The full description, how the PRC fits into the project, their history, how the project's society views the PRC, that sort of thing, is put into the project.</p><p></p><p>Think of the project SRD has the framework that supports the project. The project is built upon the project SRD, instead of the project SRD being extracted from the project.</p><p></p><p>And make sure you add enough value that people are willing to pay for the project. Unique spell names for example, the sort of thing that establishes a feel to the porject that gets people intriqued, looking forward to running or adventuring in the world of the project.</p><p></p><p>It's not a guaranteed gambit, but the better you do it the better your chances.</p><p></p><p>BTW, if you still don't succeed ask yourself this question, "What did we do wrong?" From that comes the question, "How can we do better?" Sales may not be the best feedback on your work, but it's a damn sight better than most. When sales are bad maybe you should rethink your approach and try something different. And just as important, know the audience you're aiming for. Write for that audience, and be sure to make as clear as possible what you intend to achieve and who your project is aimed at.</p><p></p><p>Example: <em>Boggarts in the Barn: A Grossly Unbalanced and Blatantly Unfair Adventure for 1 or more players of any level</em>. A scenario intended to make even major deities tear their hair out in frustration, but solvable even by 1st level characters who use their brains for something besides skull filler. Intended for DMs and players who enjoy intrigue, conspiracy, negotiation, and the occasional bout of battle. You're looking for a wargame, this is not for you.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 2644014, member: 571"] [b]SRD Advice[/b] Write it first. Start work on your project by doing up an outline. As you work on the outline decide on the mechanics you'll be including, both from other sources and original. When you've decided on the mechanics to be included write up a project bible; a project SRD those who work on the project will follow. Be sure to enforce project discipline, but be ready to change things when problems show up and things need to be changed. Keep the SRD to the basics. Just the mechanics, save the rest for the project. The project is where you incorporate all the stuff that (one hopes) leads people to buy it. You have a nifty new Prestige Class, the project SRD is where you write up the mechanics and basic description. The full description, how the PRC fits into the project, their history, how the project's society views the PRC, that sort of thing, is put into the project. Think of the project SRD has the framework that supports the project. The project is built upon the project SRD, instead of the project SRD being extracted from the project. And make sure you add enough value that people are willing to pay for the project. Unique spell names for example, the sort of thing that establishes a feel to the porject that gets people intriqued, looking forward to running or adventuring in the world of the project. It's not a guaranteed gambit, but the better you do it the better your chances. BTW, if you still don't succeed ask yourself this question, "What did we do wrong?" From that comes the question, "How can we do better?" Sales may not be the best feedback on your work, but it's a damn sight better than most. When sales are bad maybe you should rethink your approach and try something different. And just as important, know the audience you're aiming for. Write for that audience, and be sure to make as clear as possible what you intend to achieve and who your project is aimed at. Example: [i]Boggarts in the Barn: A Grossly Unbalanced and Blatantly Unfair Adventure for 1 or more players of any level[/i]. A scenario intended to make even major deities tear their hair out in frustration, but solvable even by 1st level characters who use their brains for something besides skull filler. Intended for DMs and players who enjoy intrigue, conspiracy, negotiation, and the occasional bout of battle. You're looking for a wargame, this is not for you. Hope this helps. [/QUOTE]
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