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<blockquote data-quote="Pour" data-source="post: 5667282" data-attributes="member: 59411"><p>Very comprehensive list, Rechan. I agree with a lot of the points, and you're right, there is a metric TON of great advise for creating 4e material out there. With any luck these gurus may join the efforts of expanding 3rd party beyond what some of them already have. </p><p></p><p>It's true, we may not ever make a classic, but I agree aiming high and making great modules in the attempt is well worth the time and effort.</p><p></p><p><strong> Two Strengths</strong></p><p>I think I've actually stumbled on another strength of community-based design as I begin organizing some more concrete efforts. With a large number of contributors, the burden of time, responsibility and testing are greatly reduced, and that really helps take the doubt off of single designers who have great ideas, any number of skills necessary for a project, and the will to contribute, but are overwhelmed by everything that goes into releasing something they find acceptable or their personal best (and, frankly, there's some impressive quality standards in joining the current 4e 3rd party- not necessarily discouraging upstarts, really inspiring them, and setting the bar at a place many will not be satisfied until they reach). </p><p></p><p>I know I've felt that back-and-forth pull myself. Realistically any amateur designer is constrained, also, by the time and responsibilities of a full time job or some form of intensive schooling. I've seen my individual projects start strong and dwindle within a few days or weeks just for my inability to juggle my ambitions with my life. Conversely, single designers might be working diligently on their personal projects, intending to support 4e, but consistently miss deadlines, turning a 2 month project into a 4, 6, 8 or forgotten and forever-to-be-personal project. </p><p></p><p>This community model could effectively utilize the gifted blogger, inspired ENWorlder and even the established freelancer, anyone who has commitments but still wants to contribute. </p><p></p><p>-</p><p></p><p>There's also the notion with so many community members involved in the project, there is potentially room for a lot of buzz throughout the development stages, publicity up to and including the release, and of course reviews. I know we may not exceed the confines of the internet fan base through this contributor synergy, but then again, maybe. It certainly couldn't hurt.</p><p></p><p></p><p><strong>Ideas on the Process</strong></p><p><strong></strong>Clearly the more the better, as the wider the pool of designers, the more can be supported. Initially, I'd imagine the pool work on a single project, divvying up portions depending on preference and strengths, then forming smaller design teams, which create their designated piece. Then, with these initial offerings saved in an 'Evolution' folder or thread somewhere, everyone rotates their work to the next design team, allowing for fresh eyes and ideas, which is saved as a second version, and on and on throughout the teams till it gets back to the original design team. Through this rotation, I imagine a lot of conversing between team members and even other teams, ideas being shared, with a general leaning more on the side of experimental and unique than tried and safe. Once these portions have been given a finalized draft from the originators, they'd likely be collected by a designated lead designer or designers (no more than 3) who have the awesome responsibility of putting it all together, after which the entire pool can playtest and comment. </p><p></p><p>Hopefully the process of evolving ideas won't be too offensive to select contributors during rotations as a final product takes shape, but that's really the risk of any collaborative, creative endeavor, so I take that more as the nature of the beast, not the model. There would also be an understood agreement that the lead designers would have final say, and access to all versions of a portion if they felt one was a little better fit than other. Everyone would get credit for the product, but the lead designers would get cover credit, and hopefully between the joy of working on something like this and the chance to be a lead designer, more will come, and more projects made.</p></blockquote><p></p>
[QUOTE="Pour, post: 5667282, member: 59411"] Very comprehensive list, Rechan. I agree with a lot of the points, and you're right, there is a metric TON of great advise for creating 4e material out there. With any luck these gurus may join the efforts of expanding 3rd party beyond what some of them already have. It's true, we may not ever make a classic, but I agree aiming high and making great modules in the attempt is well worth the time and effort. [B] Two Strengths[/B] I think I've actually stumbled on another strength of community-based design as I begin organizing some more concrete efforts. With a large number of contributors, the burden of time, responsibility and testing are greatly reduced, and that really helps take the doubt off of single designers who have great ideas, any number of skills necessary for a project, and the will to contribute, but are overwhelmed by everything that goes into releasing something they find acceptable or their personal best (and, frankly, there's some impressive quality standards in joining the current 4e 3rd party- not necessarily discouraging upstarts, really inspiring them, and setting the bar at a place many will not be satisfied until they reach). I know I've felt that back-and-forth pull myself. Realistically any amateur designer is constrained, also, by the time and responsibilities of a full time job or some form of intensive schooling. I've seen my individual projects start strong and dwindle within a few days or weeks just for my inability to juggle my ambitions with my life. Conversely, single designers might be working diligently on their personal projects, intending to support 4e, but consistently miss deadlines, turning a 2 month project into a 4, 6, 8 or forgotten and forever-to-be-personal project. This community model could effectively utilize the gifted blogger, inspired ENWorlder and even the established freelancer, anyone who has commitments but still wants to contribute. - There's also the notion with so many community members involved in the project, there is potentially room for a lot of buzz throughout the development stages, publicity up to and including the release, and of course reviews. I know we may not exceed the confines of the internet fan base through this contributor synergy, but then again, maybe. It certainly couldn't hurt. [B]Ideas on the Process [/B]Clearly the more the better, as the wider the pool of designers, the more can be supported. Initially, I'd imagine the pool work on a single project, divvying up portions depending on preference and strengths, then forming smaller design teams, which create their designated piece. Then, with these initial offerings saved in an 'Evolution' folder or thread somewhere, everyone rotates their work to the next design team, allowing for fresh eyes and ideas, which is saved as a second version, and on and on throughout the teams till it gets back to the original design team. Through this rotation, I imagine a lot of conversing between team members and even other teams, ideas being shared, with a general leaning more on the side of experimental and unique than tried and safe. Once these portions have been given a finalized draft from the originators, they'd likely be collected by a designated lead designer or designers (no more than 3) who have the awesome responsibility of putting it all together, after which the entire pool can playtest and comment. Hopefully the process of evolving ideas won't be too offensive to select contributors during rotations as a final product takes shape, but that's really the risk of any collaborative, creative endeavor, so I take that more as the nature of the beast, not the model. There would also be an understood agreement that the lead designers would have final say, and access to all versions of a portion if they felt one was a little better fit than other. Everyone would get credit for the product, but the lead designers would get cover credit, and hopefully between the joy of working on something like this and the chance to be a lead designer, more will come, and more projects made. [/QUOTE]
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