More WotC RPGA D&D content in Dungeon?

We'll probably do something like "Mad God's Key" in the future.

We probably won't be reprinting adventures. If the RPGA wants to make them available, I imagine they have the ability to distribute them online or something.

--Erik
 

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takasi said:
Can you provide some examples? Gambit at Dreadhold would be the best one to work with, since it's the missed opportunity that started this thread. Maybe Reflections of the Multiverse? Or Blind Man's Hunt? What changes, above and beyond the normal manuscript editing, would you need to make to these adventures?

I can't comment on those modules, because I don't play Mark of Heroes -- the fact that they don't allow online play of MoH, combined with my lack of interest in Eberron in general, means I've never sought out playing MoH.

As I noted above, in general, RPGA modules are probably too short to make "meaty" Dungeon modules, which'd probably be the biggest thing you'd need to address.

In addition, the modules would need another set of editing. The editors who work on RPGA modules are, for the most part, volunteers, and I'd not be surprised to learn that many are not professionally-trained editors. Thus, I've seen quite a lot of really shoddy editing in them (and I've read dozens, across a half-dozen different RPGA campaigns, including Living Greyhawk, Living City, Living Death, Living Dragonstar, Living Force, and Living Spycraft).

Maps and handouts would likely also need to be redone, as many of those are very bare-bones in RPGA mods, but that's something that Dungeon likely does with any module that's submitted to them.

takasi said:
Mad God's Key is an example of something else Paizo could do. Instead of reprinting modules, they could easily work with the RPGA to create something unique to Dungeon that the RPGA can use.

You're also assuming Mad God's Key was well-received by the RPGA players. I don't know that it was or wasn't. I do know that it was considered a logistical headache for the RPGA, and so I'm not sure they'd be excited about doing another one.

takasi said:
And as was pointed out before, all Paizo has to do is work with the RPGA to contact the author. How is this a major obstacle?

I never said it was a major obstacle. It is something that would have to be addressed. And, it's not just contacting the author; it's also working out a new contract. In any case, it's more complicated than James Jacobs calling Ian Richards (head of RPGA) and asking, "got any modules you'd like us to run?"

takasi said:
Is it really that irrational to think that Paizo missed an opportunity here with Gambit at Dreadhold and the Dreadhold backdrop?

No, I didn't say that. All I'm saying is that it's not the real easy, slam-dunk that you seem to think it'd be.
 
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Here we go again.

Square Peg, meet Round Hole.

Once again you seem to miss the point that making a conversion from an RPGA module to a finished Dungeon adventure is not necessarily a trivial endeavor. In some instances more work than is really warranted for the investment.
 

Erik Mona said:
We'll probably do something like "Mad God's Key" in the future.

--Erik

Get Jason B. back at his desk and writing another Living Greyhawk adventure! :) He can't leave until he finishes it :D

Mike
 

MerricB said:
Gambit at Dreadhold was distributed as a printed adventure in both the January and February RPGA Retailer Kits.

I would have consider it a waste of money to receive the adventure AGAIN in Dungeon magazine, after I downloaded it for free from the RPGA events site for use in a home game.

Gambit at Dreadhold was printed, but others were not (for example, the Delirium Stone).

In order to download the adventure you have to be a herald level DM and you have to sanction an event before knowing what's in the adventure. If the adventure were in Dungeon, DMs could see what the adventure is before they setup a day to play. Merric, if you didn't get a chance to get a copy would you still consider it a waste? That's the position that the vast majority of Dungeon subscribers are in. Even the Paizo staff, the guys who should be aware of the only other source of WotC campaign adventures, don't have it.

MerricB said:
Have you considered the requirements of online reporting (there's only a brief period an adventure can be "live" for before the campaign progresses past the level it was written for) and that Dungeon magazine is distributed over a 3-4 month period to subscribers and stores?

The level kick occurs about every six months or more, which is plenty of time. Dungeon adventures are already available every month for sanctioning with the same brief window restrictions.

kenobi65 said:
I can't comment on those modules, because I don't play Mark of Heroes -- the fact that they don't allow online play of MoH, combined with my lack of interest in Eberron in general, means I've never sought out playing MoH.

This is a perfect example of why the D&D Campaign program should outreach to Dungeon magazine. If DMs can read a good adventure it might motivate them to try the RPGA out at a con, go to a gameday or sanction something at home.

kenobi65 said:
As I noted above, in general, RPGA modules are probably too short to make "meaty" Dungeon modules, which'd probably be the biggest thing you'd need to address.

That's absolutely false. Even the D&D Open was split up into 3 adventures. (Mr. Jacobs said that if they do it again it will be one adventure.) The average adventure length is over 25 pages after RPGA information is remove. Gambit at Dreadhold was as long as the average Dungeon adventure. I have no idea how you're drawing this conclusion if you've never read these adventures.

kenobi65 said:
Maps and handouts would likely also need to be redone, as many of those are very bare-bones in RPGA mods, but that's something that Dungeon likely does with any module that's submitted to them.

You can say the same thing about the editing. I don't see how it would be more work. If anything it should be a little easier.

kenobi65 said:
You're also assuming Mad God's Key was well-received by the RPGA players. I don't know that it was or wasn't. I do know that it was considered a logistical headache for the RPGA, and so I'm not sure they'd be excited about doing another one.

From anecdotal experience it was received well. There's always a post or two asking about the sequel.

kenobi65 said:
I never said it was a major obstacle. It is something that would have to be addressed. And, it's not just contacting the author; it's also working out a new contract. In any case, it's more complicated than James Jacobs calling Ian Richards (head of RPGA) and asking, "got any modules you'd like us to run?"

How is it any different than the standard contract for other submissions? Mr. Jacobs can call Mr. Richards or Mr. Radney-MacFarland or anyone at the RPGA and ask for a list of adventures and authors and go from there.

kenobi65 said:
No, I didn't say that. All I'm saying is that it's not the real easy, slam-dunk that you seem to think it'd be.

How is it any more difficult than dredging through their black hole of submissions and editing submissions?

Erik Mona said:
We'll probably do something like "Mad God's Key" in the future.

We probably won't be reprinting adventures. If the RPGA wants to make them available, I imagine they have the ability to distribute them online or something.

Have they distributed them for the old Forgotten Realms campaigns?

I'm only asking to keep an open mind. If you're planning on doing a backdrop of the mirror world of the Nerra, at least glance at the Reflections of the Multiverse module as a companion piece. If there's an excellent adventure like the Delirium Stone that was never printed at least thumb through it.

I'm very happy to hear that Paizo will possibly be working with the RPGA in the future to create original adventure modules for the D&D Campaigns. I really hope you do something with Xen'drik Expeditions, but I would also be happy to see a Living Greyhawk module. Polyhedron used to be a huge part of Dungeon, and even though people (myself included) didn't care for the mini games I think the magazine has suffered a little from not covering the RPGA (or only writing a blurb about upcoming conventions and D&D Minis tournaments).
 
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I don't want to see them. One of the things that excites me most about Dungeon adventures is the chance of seeing a new monster or two within. Correct me if I'm wrong, but if something is to be RPGA, it needs to adhere to a strict set of guidelines, and thus cannot include new crunch. Right?
 

Shade said:
I don't want to see them. One of the things that excites me most about Dungeon adventures is the chance of seeing a new monster or two within. Correct me if I'm wrong, but if something is to be RPGA, it needs to adhere to a strict set of guidelines, and thus cannot include new crunch. Right?

You can create new crunch (feats, items, creatures, spells, classes, etc) in RPGA adventures. The only guidelines is that they recommend you bundle these together into an appendix for the adventure.

http://www.wizards.com/default.asp?x=rpga/membership/writing
 

Takasi


I would love to see More RPGA Content in Dungeon Magazine. And since Eberron has already had several mods in Dungeon, lets give the other RPGA campaings some loving. I would love to see a couple of LIVING ARCANIS mods in Dungeon. And to be fair lets also see a mod or 2 for LIVING DEATH, LIVING KINGDOMS OF KALAMAR, and LIVING SPYCRAFT. I am sure that a Special Module for LIVING FORCE or LEGACY OF THE GREEN REGENT mod would be very well recieved. Now of course we could not forget the big boy on the block LIVING GREYHAWK , maby a nice 2 part core special event. After this grand tour of the RPGA campaings then I would like to see another EBERRON mod. This would only be fair since Eberron has already had coverage in Dungeon.

This is what I think of when I hear people asking for more RPGA content in Dungeon.

I fully understand that this is not going to happen. Most of those campaings are not part of WOTC and since I doubt that Pazio will showcase a non WOTC campaing. I also do not believe that Dungeon is the correct venu for RPGA mods. As others have pointed out RPGA mods are not everyone's cup of tea. There are plenty of mods available throught the RPGA. In fact there are more mods than I have time to play. Adding more to Dungoen will not be any benifit. I think that it is very kool that you can get RPGA reward points for running and playing Dungeon mods and IMHO that is good enough for me. Dungon is doing just fine without adding more RPGA content. James keep up the GREAT work!!!
 

smilinggm said:
I would love to see More RPGA Content in Dungeon Magazine. And since Eberron has already had several mods in Dungeon, lets give the other RPGA campaings some loving.

The other campaigns are member enabled and are not controlled or licensed by WotC.

Judging from the conventions I've gone to and sites like Warhorn, there's substantially more activity within the RPGA for sanctioning Mark of Heroes and Living Greyhawk anyway. These are the two WotC D&D Campaigns, with Xen'drik Expeditions coming out soon.

smilinggm said:
I also do not believe that Dungeon is the correct venu for RPGA mods. As others have pointed out RPGA mods are not everyone's cup of tea.

Who pointed this out?

Specifically using Mark of Heroes as an example, how are these RPGA modules any different than a normal Dungeon adventure? I'm looking for specific examples of how these adventures would not be "someone's cup of tea". If you already have the module I can understand that you might not want to see it again, but other than that I don't see the difference.

smilinggm said:
There are plenty of mods available throught the RPGA. In fact there are more mods than I have time to play. Adding more to Dungoen will not be any benifit.

There are not plenty of mods for Mark of Heroes. They come out every month or two. At conventions you can always use more mods, even for Living Greyhawk. And yes, I would like to see more Living Greyhawk adventures in Dungeon too.

It's nice to be able to read an adventure before you decide if you want to sanction a gameday.
 

takasi said:
Who pointed this out?
Well, me, right up in Post #3 of this very thread. :confused:

Specifically using Mark of Heroes as an example, how are these RPGA modules any different than a normal Dungeon adventure? I'm looking for specific examples of how these adventures would not be "someone's cup of tea".
And, no, I'm not going to spend my time going through some of the RPGA adventures (especially Mark of Heroes) that I have access to and start picking out specific examples to satisfy you. (And, in any case, Eberron adventures are also not "my cup of tea" - if it were up to me - and I'm sure many of you are thankful it's not - Eberron would never appear in Dungeon.)
 

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