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<blockquote data-quote="rounser" data-source="post: 231006" data-attributes="member: 1106"><p>If not NPCs, then may I suggest encounters similar to the ENWorld encounter competition? I think the "world cafeteria" idea is a good one...if it were not for the feeling that as a resource, it's redundant.</p><p></p><p>IMO, there is already way too much setting material on the web and from d20 publishers - I think that this is because people just love designing worlds. It's almost kind of self-indulgent of designers to keep designing worlds (as opposed to other resources) instead of leaving that "sweet spot" to the DM. I think that this is why published settings are so niche - worldbuilding your own little sandbox is fun! (This could even be why it's appealing to you most as an option for basing your web site around - you know it's fun. Hell, ENWorld started this way with Daemonforge, from what I gather...)</p><p></p><p>Counter-intuitively, if what I say is true, then why do adventures sell more poorly than setting supplements? I think that usually adventures are more poorly written than setting material (yes, I do believe that a good adventure is harder to write than setting details and flavour) and they're often not big enough - or not small enough. In drawing a campaign together from published or online modules, individual encounters/sidetreks or mega-adventures see the most use from me - the former because they're easy to fit, the latter because they're the main event. I suspect that I'm fairly typical in this respect.</p><p></p><p>Big books of 1-2 page adventures (ala <em>Wonders of Lankhmar</em>), are something which I've found extremely useful, but surprisingly rare...for whatever reason. Maybe they don't sell?</p><p></p><p>In short, I think that encounters (or mini-adventures the size of a side trek from <em>Dungeon</em> magazine or less) would be far more useful to the average campaign than generic world material, because:</p><p>a) For whatever reason, they're a lot less common than world material - I think that people love making macro stuff and maps more than they do the nitty gritty - just look at your average campaign home page for proof.</p><p>b) Generic world material often ends up as just that - generic. The most interesting world material I see revolves around a certain flavour, and if it's to be slotted into any old sword & sorcery world, often that flavour is lacking.</p><p></p><p>Just 2 more cents from me. Heh, that makes 4 cents. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="rounser, post: 231006, member: 1106"] If not NPCs, then may I suggest encounters similar to the ENWorld encounter competition? I think the "world cafeteria" idea is a good one...if it were not for the feeling that as a resource, it's redundant. IMO, there is already way too much setting material on the web and from d20 publishers - I think that this is because people just love designing worlds. It's almost kind of self-indulgent of designers to keep designing worlds (as opposed to other resources) instead of leaving that "sweet spot" to the DM. I think that this is why published settings are so niche - worldbuilding your own little sandbox is fun! (This could even be why it's appealing to you most as an option for basing your web site around - you know it's fun. Hell, ENWorld started this way with Daemonforge, from what I gather...) Counter-intuitively, if what I say is true, then why do adventures sell more poorly than setting supplements? I think that usually adventures are more poorly written than setting material (yes, I do believe that a good adventure is harder to write than setting details and flavour) and they're often not big enough - or not small enough. In drawing a campaign together from published or online modules, individual encounters/sidetreks or mega-adventures see the most use from me - the former because they're easy to fit, the latter because they're the main event. I suspect that I'm fairly typical in this respect. Big books of 1-2 page adventures (ala [i]Wonders of Lankhmar[/i]), are something which I've found extremely useful, but surprisingly rare...for whatever reason. Maybe they don't sell? In short, I think that encounters (or mini-adventures the size of a side trek from [i]Dungeon[/i] magazine or less) would be far more useful to the average campaign than generic world material, because: a) For whatever reason, they're a lot less common than world material - I think that people love making macro stuff and maps more than they do the nitty gritty - just look at your average campaign home page for proof. b) Generic world material often ends up as just that - generic. The most interesting world material I see revolves around a certain flavour, and if it's to be slotted into any old sword & sorcery world, often that flavour is lacking. Just 2 more cents from me. Heh, that makes 4 cents. :D [/QUOTE]
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