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Help me make WotC adventures better.
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<blockquote data-quote="Ferghis" data-source="post: 5108447" data-attributes="member: 40483"><p>I'll really regret posting this if you take this as trolling, but being, by far, a player and not a DM, I don't read adventures that much, to preserve the mistery in the off-chance that I might play in them. Therefore, I'm unable to really make any superstar comments. To avoid such spoilers, I've also skipped over most of this thread, which otherwise would be a pretty rude thing for me to do. However, I have been playing the game since the 80s, and follow the industry with interest. A dear friend who I grew up with runs a gaming store, so, in particular, I follow some of the economics of the industry. For example, I'm an eager reader of Steve Jackson's annual report, the most recent of which should be coming out soon: <a href="http://forums.sjgames.com/showthread.php?t=4418&page=15" target="_blank">Report To The Stakeholders - Page 15 - Steve Jackson Games Forums</a></p><p></p><p>My first though is this: <strong>have you considered paying adventure makers more?</strong> I can't say I know exactly what you pay them currently, but my impression is that it's less than they used to make. And I have doubts as to whether you are in a position even suggest such a notion to those that could make decision. Nonetheless, I can't help but wonder if you, or your task force, have discussed this idea. </p><p></p><p>I say this because the low pay may (and I do mean <em>may</em>) help explain why those who do author better adventures prefer to do that work outside of WotC. But also because I think better incentives may help foster better work from those that do submit their adventure ideas to WotC. Further, I fear that vague references to "the economy" stifle the real utility that "more money" may have when invested in specific ways. After all, a bad economy means that you have to be more careful where you spend your money, not that you should stop spending money.</p><p></p><p>I don't pretend that this alone may be the only solution, and, again, pre-emptive apologies if I am out-of-place or offend anyone when making this suggestion. But you asked what my thought was, and the above was my first thought.</p><p></p><p>My second thought is: <strong>make more and better skill challenges</strong>. I hear experienced, talented, and hard-working DMs that have only vague ideas of how to setup skill challenges. Giving them good, milestone-worthy skill challenges would greatly assist them in making their own. For example, I would love to see the effect that the adventurers can have on a large scale battle determined by a skill challenge of some kind. Or, put together some epic skill challenges that have the players administering a territory. Or, since sending one character alone to scout has become less feasible in 4e, make scouting skill challenges that only cost the party surges if failed (whereas otherwise, a failed scouting mission would cost the party a character).</p><p></p><p>I realize these suggestions are perhaps better incorporated into another DMG, but the truth is that most DMs I know buy adventures to cannibalize the ideas therein for their own adventures. Rarely do they buy and play an adventure as-is. This is, in part, what the points-of-light setting realizes. So, my hope in putting out my second though is to provide you with something I see a need for in adventures. Because any DM will be happy to read a great skill challenge in an adventure.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5108447, member: 40483"] I'll really regret posting this if you take this as trolling, but being, by far, a player and not a DM, I don't read adventures that much, to preserve the mistery in the off-chance that I might play in them. Therefore, I'm unable to really make any superstar comments. To avoid such spoilers, I've also skipped over most of this thread, which otherwise would be a pretty rude thing for me to do. However, I have been playing the game since the 80s, and follow the industry with interest. A dear friend who I grew up with runs a gaming store, so, in particular, I follow some of the economics of the industry. For example, I'm an eager reader of Steve Jackson's annual report, the most recent of which should be coming out soon: [url=http://forums.sjgames.com/showthread.php?t=4418&page=15]Report To The Stakeholders - Page 15 - Steve Jackson Games Forums[/url] My first though is this: [b]have you considered paying adventure makers more?[/b] I can't say I know exactly what you pay them currently, but my impression is that it's less than they used to make. And I have doubts as to whether you are in a position even suggest such a notion to those that could make decision. Nonetheless, I can't help but wonder if you, or your task force, have discussed this idea. I say this because the low pay may (and I do mean [i]may[/i]) help explain why those who do author better adventures prefer to do that work outside of WotC. But also because I think better incentives may help foster better work from those that do submit their adventure ideas to WotC. Further, I fear that vague references to "the economy" stifle the real utility that "more money" may have when invested in specific ways. After all, a bad economy means that you have to be more careful where you spend your money, not that you should stop spending money. I don't pretend that this alone may be the only solution, and, again, pre-emptive apologies if I am out-of-place or offend anyone when making this suggestion. But you asked what my thought was, and the above was my first thought. My second thought is: [b]make more and better skill challenges[/b]. I hear experienced, talented, and hard-working DMs that have only vague ideas of how to setup skill challenges. Giving them good, milestone-worthy skill challenges would greatly assist them in making their own. For example, I would love to see the effect that the adventurers can have on a large scale battle determined by a skill challenge of some kind. Or, put together some epic skill challenges that have the players administering a territory. Or, since sending one character alone to scout has become less feasible in 4e, make scouting skill challenges that only cost the party surges if failed (whereas otherwise, a failed scouting mission would cost the party a character). I realize these suggestions are perhaps better incorporated into another DMG, but the truth is that most DMs I know buy adventures to cannibalize the ideas therein for their own adventures. Rarely do they buy and play an adventure as-is. This is, in part, what the points-of-light setting realizes. So, my hope in putting out my second though is to provide you with something I see a need for in adventures. Because any DM will be happy to read a great skill challenge in an adventure. [/QUOTE]
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