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More WotC RPGA D&D content in Dungeon?
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<blockquote data-quote="takasi" data-source="post: 2819679" data-attributes="member: 20194"><p>The majority of Dungeon adventures are generally dungeon crawls with very little plot or a railroaded one. As Mr. Jacobs has said in the past, the purpose of Dungeon is not to support open ended play. You have to present the adventure in a narrow, somewhat railroaded way to make it work as a Dungeon adventure. </p><p></p><p>The module was a fairly good adventure overall. I'll admit that all RPGA modules could use editing, but they probably need less editing than the majority of manuscripts that Paizo receives. </p><p></p><p></p><p></p><p>There are a lot of people who don't have a copy and will never have the opportunity to get one. For example, I don't think the staff at Paizo have seen this adventure...</p><p></p><p></p><p></p><p>I would love to see an update of the Delirium Stone. It was never published through the retailer kits, as far as I know, so it's extremely difficult to get a copy of it now.</p><p></p><p></p><p></p><p>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?</p><p></p><p></p><p></p><p>Sorry, I was thinking of 'Key to the Grave' .</p><p></p><p>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.</p><p></p><p></p><p></p><p>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?</p><p></p><p>Is it really that irrational to think that Paizo missed an opportunity here with Gambit at Dreadhold and the Dreadhold backdrop? The adventure is a good starting point and if Paizo really wanted to put Dreadhold in Dungeon they could have used GaD as a companion piece. Don't get me wrong; having Dreadhold in Dragon is better than no Dreadhold at all. However, I think the ideal would have been to have Dreadhold as a backdrop in Dungeon with a companion adventure to go with it. There is already a Dreadhold adventure, and with very little editing it could have made a Dungeon module that's much better than 75% of what Paizo presented as Eberron adventures in 2005.</p></blockquote><p></p>
[QUOTE="takasi, post: 2819679, member: 20194"] The majority of Dungeon adventures are generally dungeon crawls with very little plot or a railroaded one. As Mr. Jacobs has said in the past, the purpose of Dungeon is not to support open ended play. You have to present the adventure in a narrow, somewhat railroaded way to make it work as a Dungeon adventure. The module was a fairly good adventure overall. I'll admit that all RPGA modules could use editing, but they probably need less editing than the majority of manuscripts that Paizo receives. There are a lot of people who don't have a copy and will never have the opportunity to get one. For example, I don't think the staff at Paizo have seen this adventure... I would love to see an update of the Delirium Stone. It was never published through the retailer kits, as far as I know, so it's extremely difficult to get a copy of it now. 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? Sorry, I was thinking of 'Key to the Grave' . 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. 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? Is it really that irrational to think that Paizo missed an opportunity here with Gambit at Dreadhold and the Dreadhold backdrop? The adventure is a good starting point and if Paizo really wanted to put Dreadhold in Dungeon they could have used GaD as a companion piece. Don't get me wrong; having Dreadhold in Dragon is better than no Dreadhold at all. However, I think the ideal would have been to have Dreadhold as a backdrop in Dungeon with a companion adventure to go with it. There is already a Dreadhold adventure, and with very little editing it could have made a Dungeon module that's much better than 75% of what Paizo presented as Eberron adventures in 2005. [/QUOTE]
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