BelenUmeria said:Keep the writing teams small. Too many and nothing will get finished as various schedules conflict, people disappear etc.
Adventure paths are great. Don't do them unless the entire series is written. It does not work for a campaign if someone uses and adventure, then has to wait six months for the next step. Campaigns moe on, we need customers who buy them to use in conjunction.
d20fool said:How can we do all that? Teamwork and a well-defined process. Think Monster Garage here, with a pirate ship pay system.
Each project starts as a concept. Concepts are given (or made by) a Project Leader. The Project Leader then forms a "concept team" (each of whom will receive a finished copy if greenlighted). The concept team write a proposal according to an outline that looks a bit like proposals for the movies. The company officers, the playtesters, and a public vote on the web then review this proposal. If all three parties vote positive, then the project is "greenlighted" and the Project Leader may proceed.
Then comes the writing stage. The Project Leader selects a team of writers, which should include at least one proofreading editor. Starting with the Project Leader, each writer will get turns in a round-robin fashion on the manuscript. No writer may have the manuscript over a week, anything may be re-written between drafts, each draft is copied to the Project Leader and Grand Poobah for documentation and guidance. This process continues until the draft is finished. The Grand Poobah establishes a set deadline for the project. If the deadline is not reached, then a new Project Leader may be assigned. Writers are encouraged to communicate with each other via a private messageboard.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.