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<blockquote data-quote="Pour" data-source="post: 5666360" data-attributes="member: 59411"><p>The Kobold patronage model, by tell of just about every review and my own experience, is a complete success. I think there are a few differences between community effort and the patronage projects that make it so. Firstly, given there is a set product pitch for each project, say the Northlands or Planes, I think that helps focus contributions a little. There are large brainstorming threads where everyone piles ideas into, spin off threads that build off one another, and then I believe they go through rounds of weeding until there is a general consensus enough for the lead designer to make his final, informed picks that see further development.</p><p></p><p>Having a lead designer is also crucial, as he kind of observes, contributes and makes important judgement calls (in conjunction with patron voting) along with Wolfgang. To a lesser extent, I think having to pay a patron fee welcomes people serious about design, and the page count also keeps things from getting too unruly per project (though there is PDF and article support for extra bits cut from print but worth producing).</p><p></p><p>Pumping out regular adventures? No, I think they mostly focus on supplements and setting stuff, largely tailored for the Midgard campaign setting at this point, but every one has been of outstanding quality. I think where a hodgepodge breakdown would occur, however, is if they tried to produce a single adventure meant for more than one edition.</p><p></p><p>These are good elements to think about for community projects. I'm still kind of partial to dividing willing persons into different design teams, then rotating their work amongst all teams so it has the maximum number of eyes and brains (and hopefully play tests) before it gets back to them for a sort of finalizing. Then maybe a lead designer could be designated to gel whatever editing and organization had to come next. </p><p></p><p>Pitches could be made by anyone willing to work on said project, made to the larger pool of designers, during an open window period, and after the deadline this design pool could vote on all the projects they'd be interested in working on. The one with the most votes becomes the next community design project.</p><p></p><p>EDIT: I did indeed see the first Zeitgeist adventure, and it is an excellent model to base further efforts. I also happened to catch M1: Hateblossom from 4thcore and was thoroughly impressed. 4e 3rd party may be small, but it is quality. Definitely looking to contribute to that high standard.</p></blockquote><p></p>
[QUOTE="Pour, post: 5666360, member: 59411"] The Kobold patronage model, by tell of just about every review and my own experience, is a complete success. I think there are a few differences between community effort and the patronage projects that make it so. Firstly, given there is a set product pitch for each project, say the Northlands or Planes, I think that helps focus contributions a little. There are large brainstorming threads where everyone piles ideas into, spin off threads that build off one another, and then I believe they go through rounds of weeding until there is a general consensus enough for the lead designer to make his final, informed picks that see further development. Having a lead designer is also crucial, as he kind of observes, contributes and makes important judgement calls (in conjunction with patron voting) along with Wolfgang. To a lesser extent, I think having to pay a patron fee welcomes people serious about design, and the page count also keeps things from getting too unruly per project (though there is PDF and article support for extra bits cut from print but worth producing). Pumping out regular adventures? No, I think they mostly focus on supplements and setting stuff, largely tailored for the Midgard campaign setting at this point, but every one has been of outstanding quality. I think where a hodgepodge breakdown would occur, however, is if they tried to produce a single adventure meant for more than one edition. These are good elements to think about for community projects. I'm still kind of partial to dividing willing persons into different design teams, then rotating their work amongst all teams so it has the maximum number of eyes and brains (and hopefully play tests) before it gets back to them for a sort of finalizing. Then maybe a lead designer could be designated to gel whatever editing and organization had to come next. Pitches could be made by anyone willing to work on said project, made to the larger pool of designers, during an open window period, and after the deadline this design pool could vote on all the projects they'd be interested in working on. The one with the most votes becomes the next community design project. EDIT: I did indeed see the first Zeitgeist adventure, and it is an excellent model to base further efforts. I also happened to catch M1: Hateblossom from 4thcore and was thoroughly impressed. 4e 3rd party may be small, but it is quality. Definitely looking to contribute to that high standard. [/QUOTE]
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