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<blockquote data-quote="warfteiner" data-source="post: 6771329" data-attributes="member: 6802715"><p>CahPahkah, I don't think we're seeing eye-to-eye here. Hopefully this helps?</p><p></p><p>The example you're using in which a designer is paid to create content then pays to attend the convention so that they can run their adventure, isn't the model we're looking at. If we're gonna pay a designer, we want them to use that cash in a way that they will enjoy - if that involves funding a trip to a convention, fantastic, but more often than not we'd like to see them pay off some bills, maybe buy a good dinner, etc. We're not exactly rolling in cash after writing an adventure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>We're aiming to create some more personal-feel content. We've talked long and hard about how the players and DMs are intrinsically responsible for the future of the campaign setting, and we've seen the results of their in-game decisions many times over (most recently, and most explosively, the end result of season 2 and the fate of Mulmaster). The Adventurers League is focused on public play and by default that does mean that we're going to look at ways to get people into stores and conventions before we evaluate home play and other private play options. By creating adventures run by the people that are actually running the campaign, it's our way of saying thanks - and provides us another way to get input from the gamers on where the campaign can and will go without tipping our hand on upcoming seasons, themes, and announcements. The admin adventures allow us to break away from the constraints of a season and its associated theme and explore other stuff (for example, although my adventure starts in Mulmaster it very quickly moves away from there and into more horrific territory in the surrounding lands).</p><p></p><p>The conventions that I've spoken with have been very keen on using these as a way to reward DMs, as well - as a thank you for their volunteer hours and participation, I've been asked to run this at a couple of upcoming shows for DMs first and foremost. I believe strongly in the fact that our DMs kick a lot of ass and I'm incredibly pleased (and flattered) that people want me to run games for them in return!</p></blockquote><p></p>
[QUOTE="warfteiner, post: 6771329, member: 6802715"] CahPahkah, I don't think we're seeing eye-to-eye here. Hopefully this helps? The example you're using in which a designer is paid to create content then pays to attend the convention so that they can run their adventure, isn't the model we're looking at. If we're gonna pay a designer, we want them to use that cash in a way that they will enjoy - if that involves funding a trip to a convention, fantastic, but more often than not we'd like to see them pay off some bills, maybe buy a good dinner, etc. We're not exactly rolling in cash after writing an adventure ;) We're aiming to create some more personal-feel content. We've talked long and hard about how the players and DMs are intrinsically responsible for the future of the campaign setting, and we've seen the results of their in-game decisions many times over (most recently, and most explosively, the end result of season 2 and the fate of Mulmaster). The Adventurers League is focused on public play and by default that does mean that we're going to look at ways to get people into stores and conventions before we evaluate home play and other private play options. By creating adventures run by the people that are actually running the campaign, it's our way of saying thanks - and provides us another way to get input from the gamers on where the campaign can and will go without tipping our hand on upcoming seasons, themes, and announcements. The admin adventures allow us to break away from the constraints of a season and its associated theme and explore other stuff (for example, although my adventure starts in Mulmaster it very quickly moves away from there and into more horrific territory in the surrounding lands). The conventions that I've spoken with have been very keen on using these as a way to reward DMs, as well - as a thank you for their volunteer hours and participation, I've been asked to run this at a couple of upcoming shows for DMs first and foremost. I believe strongly in the fact that our DMs kick a lot of ass and I'm incredibly pleased (and flattered) that people want me to run games for them in return! [/QUOTE]
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