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If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="BSF" data-source="post: 4150236" data-attributes="member: 13098"><p>Economics is a pretty driving factor though, don't you think? If a company is going to dedicate resources toward a product, then that product needs to at least pay for itself. Otherwise, it would have been a better investment to create a product that would pay for itself.</p><p></p><p>I am curious what indicator of balance a lack of adventures indicates. Or are you speaking directly toward the single game system/single campaign setting development path? Something where a game system was designed to support a specific game world. </p><p></p><p>But if you were designing a campaign setting that was geared toward D&D, or even generic fantasy d20, wouldn't you need to introduce some significant deviations from the core conceits before you would need to create an adventure to demonstrate how to balance with the new rulesets. </p><p></p><p>I appreciate well designed adventures, to be sure. But when I speak of design, I am speaking much less about mechanics than adventure design. Of course, shoddy mechanics will speak poorly about a company. However, there are many more elements that go into a good adventure. And quite frankly, the things I am looking for out of any given adventure might not match very many other group's desires. </p><p></p><p>Consider: What is the presumed number of PCs? What are the matching roles in the group? What about level? What about an individual groups preferences for mystery, riddles, combat, etc? </p><p></p><p>With just those few questions, you can easily narrow down your target audience from just GMs, to a smaller portion of GMs. </p><p></p><p>I know that I am an abyssmal consumer as far as purchasing adventures goes. Even with the birth of my third child, I am still not terribly likely to purchase adventures. </p><p></p><p>That being said, I still understand where you are coming from, at least somewhat. I think. </p><p></p><p>In the case of a new campaign setting, there should be at least one adventure included. Even if it is just to help set the tone of the campaign setting, there should be something. Most new games I have come across seem to have at least some web support with an introductory adventure. If nothing else, there is material from initial playtesting that can be used. The only real exception I can think of in my experience was the True20 book. But that did have several test settings. And since True20 is more a toolkit than a game system, I don't really hold that against them. </p><p></p><p>I do admit that when my littlest girl was born, I deviated from my choice of homebrew settings and went with Ptolus. I knew the setting book would provide a wealth of material that I could build off of. As well, I knew there were exisitng modules. Monte had been releasing his Ptolus stuff as generic settings for a while, so I could use those if I needed to. But even now, I am deviating seriously from the published material. For one thing, I have 6-7 players for most sessions. Secondly, as the campaign has progressed, I have developed my own stories and NPCs and the like. But I very much appreciated the campaign setting for what material it provided to give me a jump start.</p></blockquote><p></p>
[QUOTE="BSF, post: 4150236, member: 13098"] Economics is a pretty driving factor though, don't you think? If a company is going to dedicate resources toward a product, then that product needs to at least pay for itself. Otherwise, it would have been a better investment to create a product that would pay for itself. I am curious what indicator of balance a lack of adventures indicates. Or are you speaking directly toward the single game system/single campaign setting development path? Something where a game system was designed to support a specific game world. But if you were designing a campaign setting that was geared toward D&D, or even generic fantasy d20, wouldn't you need to introduce some significant deviations from the core conceits before you would need to create an adventure to demonstrate how to balance with the new rulesets. I appreciate well designed adventures, to be sure. But when I speak of design, I am speaking much less about mechanics than adventure design. Of course, shoddy mechanics will speak poorly about a company. However, there are many more elements that go into a good adventure. And quite frankly, the things I am looking for out of any given adventure might not match very many other group's desires. Consider: What is the presumed number of PCs? What are the matching roles in the group? What about level? What about an individual groups preferences for mystery, riddles, combat, etc? With just those few questions, you can easily narrow down your target audience from just GMs, to a smaller portion of GMs. I know that I am an abyssmal consumer as far as purchasing adventures goes. Even with the birth of my third child, I am still not terribly likely to purchase adventures. That being said, I still understand where you are coming from, at least somewhat. I think. In the case of a new campaign setting, there should be at least one adventure included. Even if it is just to help set the tone of the campaign setting, there should be something. Most new games I have come across seem to have at least some web support with an introductory adventure. If nothing else, there is material from initial playtesting that can be used. The only real exception I can think of in my experience was the True20 book. But that did have several test settings. And since True20 is more a toolkit than a game system, I don't really hold that against them. I do admit that when my littlest girl was born, I deviated from my choice of homebrew settings and went with Ptolus. I knew the setting book would provide a wealth of material that I could build off of. As well, I knew there were exisitng modules. Monte had been releasing his Ptolus stuff as generic settings for a while, so I could use those if I needed to. But even now, I am deviating seriously from the published material. For one thing, I have 6-7 players for most sessions. Secondly, as the campaign has progressed, I have developed my own stories and NPCs and the like. But I very much appreciated the campaign setting for what material it provided to give me a jump start. [/QUOTE]
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