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<blockquote data-quote="howandwhy99" data-source="post: 5046190" data-attributes="member: 3192"><p>There seems to be a number of issues here.</p><p></p><p>First, there is the business side. Opening any gaming product to multiple game systems makes sound business sense to me. I mean, the point is to gain as high a profit from selling as high a number of a single product as possible, right? So it makes sense to accommodate as many customer markets as possible. 4E will be the biggest market and I would be sure to include them in the most profitable way. But other games open other markets for the same product. So if, under 4e license, you can print alternate system rule in a single books, then I say do so. </p><p></p><p>Second, there is the accessibility issue. Do you add an appendix, put multiple stats in the text, or or offer additional conversions for PDF download? This also has a business side because page count increases costs, while downloads affect ease of use. I don't have a problem with downloading a conversion, but plenty of others have voiced that they would. Accessibility means not just the printed stats for a system, but the off-the-shelf, no alterations needed, purchase-and-play ease of the module.</p><p></p><p>Third, there are the design requirements inherent in each system. 4E assumes discrete Encounters and Skill Challenges with little to nothing in between. PF and 3.x assume balancing considerations both in and out of combat bearing little resemblance to 4E. Older D&D has design considerations too, but most DMs use their own formulas. On top of this are the different expectations buyers have of modules. Are they storylines? Are they sandboxes? Are they a linked series of battles and skill challenges? Are they hidden from the players? Can they offer something not included in a publisher's game system? And as Starfox pointed out some fans prefer an adventure be literature to read.</p><p></p><p>Fourth, there is the advertising. This is more a subtlety, then a conflict in my view. Depending upon how the module or supplement is designed and supports accessibility, how do you ensure customers will trust it from advertising alone? "Supports <list> of systems" is a given, but many buyers will then be expecting different things from it. WotC's layout is very different from Paizo' and both are different from 3.x.</p><p></p><p>Fifth, there is the issue of fan made contributions. Do their conversions or alterations become available on your website? Some fans may consider a module not advertised to support their system as not worth buying because they don't know a conversion exists. Others may see a conversion they disagree with in print and not consider the whole line as usable.</p><p></p><p>I don't see an easy way of making a module for multiple systems, but it does make good business sense in my mind. </p><p></p><p>Dungeon Alphabet I haven't read, but I would like to get a look at.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5046190, member: 3192"] There seems to be a number of issues here. First, there is the business side. Opening any gaming product to multiple game systems makes sound business sense to me. I mean, the point is to gain as high a profit from selling as high a number of a single product as possible, right? So it makes sense to accommodate as many customer markets as possible. 4E will be the biggest market and I would be sure to include them in the most profitable way. But other games open other markets for the same product. So if, under 4e license, you can print alternate system rule in a single books, then I say do so. Second, there is the accessibility issue. Do you add an appendix, put multiple stats in the text, or or offer additional conversions for PDF download? This also has a business side because page count increases costs, while downloads affect ease of use. I don't have a problem with downloading a conversion, but plenty of others have voiced that they would. Accessibility means not just the printed stats for a system, but the off-the-shelf, no alterations needed, purchase-and-play ease of the module. Third, there are the design requirements inherent in each system. 4E assumes discrete Encounters and Skill Challenges with little to nothing in between. PF and 3.x assume balancing considerations both in and out of combat bearing little resemblance to 4E. Older D&D has design considerations too, but most DMs use their own formulas. On top of this are the different expectations buyers have of modules. Are they storylines? Are they sandboxes? Are they a linked series of battles and skill challenges? Are they hidden from the players? Can they offer something not included in a publisher's game system? And as Starfox pointed out some fans prefer an adventure be literature to read. Fourth, there is the advertising. This is more a subtlety, then a conflict in my view. Depending upon how the module or supplement is designed and supports accessibility, how do you ensure customers will trust it from advertising alone? "Supports <list> of systems" is a given, but many buyers will then be expecting different things from it. WotC's layout is very different from Paizo' and both are different from 3.x. Fifth, there is the issue of fan made contributions. Do their conversions or alterations become available on your website? Some fans may consider a module not advertised to support their system as not worth buying because they don't know a conversion exists. Others may see a conversion they disagree with in print and not consider the whole line as usable. I don't see an easy way of making a module for multiple systems, but it does make good business sense in my mind. Dungeon Alphabet I haven't read, but I would like to get a look at. [/QUOTE]
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