I write workhorse products . . . Should I?

philreed

Adventurer
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A combination of reviews, e-mails, and chat discussions has led me to realize that most of what I write is hardcore workhorse products. Material that isn't written to disrupt a campaign but, rather, to slot right in without difficulty. Now I can be creative when I want to (and a bit weird at times) but if I weigh the word counts I find that a good 75% of what I've written for D20 is plug-n-play material.

I mean, clothes, armor, and paper aren't exactly all that exciting. But I feel that they're necessary.

Anyone have any ideas on what I should do with this realization? Should I slow down on the workhorse projects and start pushing myself on more creative projects or should I just keep doing what I've been doing for about three years now?
 

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The problem with "creative" products is that they can be awfully difficult to work into a running campaign. There's any number fo good products out there for which I just have to say, "well, maybe next time". So while the workhorse may not be as "shiny", I'm more likely to buy something I can use.

In general, I think you should write what you feel like writing.
 



I think this is much like any job. The majority of it is the "work horse" sort of work that needs to be done and contributes to the overall wellness of the company (or this case someone's campaign) and occasionally youget to do something more challenging and rewarding.

If you enjoy both aspects then you are lucky. In the arena you are producing in it takes a lot of creativity to create "Workhorse" supplements that are engaging as you do.

I think we (as consumers) need the workhorse gaming supplements and they slip into our campaigns easier. I would assume that those "work horse" supplements give you some flexibility and probably more profit for effort then a more risky "creative" effort.

So to actually explain what I am babling about keep with the "workhorse" work and on occasion push the envelope with your "creativity" and produce something that gets your juices flowing.

later
 

I think the workhorse products are a good thing for a busy DM. Much easier to fit into an existing campaign with no reworking for the material. While it may not be the most flashy I bet it sees more use in campaigns than a lot of other works.

Of course, as Umbran already said. Writing what you want to write will probably result in the better quality product in the end.
 

Yes, definitely. Even the so called "wierd" product you cite pretty much slots right in. That it is a little offbeat is good. If people aren't even going to notice the item inserted, what point is there to it? Memorable is good. Easy to insert is good. Many of your products are both.

(Incidentally, in response to your reply to my review, it was a typo. I meant "tacky". I didn't choose to read into it that way, but I could easily see how someone could...)

And I am not saying you were wrong to write Six Living Planar gates that way. Things like that make it a lot more likely that it will get used precisely because it is memorable.
 
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I've got a few of your .PDFs ( A few of the A Dozen.. and the Directory of Demiplanes and some others), and I think your 'workhorse' stuff is more creative than most other things I've seen. I'd bet you would put together some really excellent adventures or focused settings books. Whether or not it was worth your time I can't say, but if you're feeling the creative itch, go for it.
 

I'm waiting for the other monster variants to replace those taken out of the SRD. The possessors have seen use in quite a few fields and I was anxious to see what Christopher Shy and you came up with for Beholders.
 


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