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<blockquote data-quote="The Sigil" data-source="post: 155288" data-attributes="member: 2013"><p><strong>Re: Thanks!</strong></p><p></p><p></p><p>Disclaimer: I am a freelance writer for TG (let me put that right out there now) but I am trying to answer this as a consumer, not as someone affiliated with TG.</p><p></p><p>A truly excellent question... my greatest hope in this regard would be something along the lines of what Thunderhead Games is using - their little boxes with suggestions for altering the adventure if the party has a lot of clerics/paladins or arcane spellcasters or fighter-types or trap-disarmers and so forth.</p><p></p><p>I really think that this is a nifty idea that allows adventures to be both generic (i.e., the writer has to write but one basic adventure) but also allows the adventure to be suitably "dressed" to the party's strengths and weaknesses (ostensibly, the DM will know the capabilities of his party and will have an easy time deciding which, if any, of the "odd-party" boxes to use).</p><p></p><p>I didn't come up with the idea of these boxes, but kudos to the one(s) who did... this is a great way to make adventures tailored to the strengths of the DMs party no matter which DM grabs a module.</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 155288, member: 2013"] [b]Re: Thanks![/b] Disclaimer: I am a freelance writer for TG (let me put that right out there now) but I am trying to answer this as a consumer, not as someone affiliated with TG. A truly excellent question... my greatest hope in this regard would be something along the lines of what Thunderhead Games is using - their little boxes with suggestions for altering the adventure if the party has a lot of clerics/paladins or arcane spellcasters or fighter-types or trap-disarmers and so forth. I really think that this is a nifty idea that allows adventures to be both generic (i.e., the writer has to write but one basic adventure) but also allows the adventure to be suitably "dressed" to the party's strengths and weaknesses (ostensibly, the DM will know the capabilities of his party and will have an easy time deciding which, if any, of the "odd-party" boxes to use). I didn't come up with the idea of these boxes, but kudos to the one(s) who did... this is a great way to make adventures tailored to the strengths of the DMs party no matter which DM grabs a module. --The Sigil [/QUOTE]
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