Presentation of published campaigns/adventure paths

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What is your ideal presentation of published campaigns/adventure paths? And for those who don't usually use published adventure paths, is there anything in the product's design that might make you interested in checking it out?

Do you like it to be presented in a series of smaller publications, a boxed set, a large hardcover, PDF, a server/website based product, or something else entirely? Or some combination?

What's most useful to you in play in terms of how the product is organized and presented? For example, do you prefer encounters take no more than 2 facing pages so you don't have to flip around? Do you like story and encounter crunch to be separated? Do you like reference to page numbers of core rules that are needed for an encounter or even entirely reprinting pertinent rules? What kind of table of contents or headings help you navigate the product easiest?

Anything you wish published adventure paths you've run in the past would have included?


And yes, I do ask as a starry eyed freelance writer wanting to do what many DMs dream of - to turn my home campaign into a published product. :)
 

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What is your ideal presentation of published campaigns/adventure paths? And for those who don't usually use published adventure paths, is there anything in the product's design that might make you interested in checking it out?

First, It's got to be an inherently quality product -- a well thought out, well-designed series of adventures. The best format with crap content is still crap.

Do you like it to be presented in a series of smaller publications

Yes,

, a boxed set, a large hardcover,

Yes, if published as a final compilation of the serial release, like Shackled City. I do with I could get some of the other adventure paths from Dungeon as compiled releases.

PDF, a server/website based product,

Only if an adjunct to the primary print product, or an alternate delivery source. I would not support these as a primary source.

or something else entirely? Or some combination?

A single- and multi-player turn-based CRPG? :cool:

What's most useful to you in play in terms of how the product is organized and presented? For example, do you prefer encounters take no more than 2 facing pages so you don't have to flip around? Do you like story and encounter crunch to be separated? Do you like reference to page numbers of core rules that are needed for an encounter or even entirely reprinting pertinent rules? What kind of table of contents or headings help you navigate the product easiest?

Ditch the *&#%&$ WotC delve format, and the "two-book" format. I like nice linear formats where the encounter material and story material are together, in order, preferably with a good map that can be separately referenced and a decent set of contents/index. Rules need not be reprinted but the stats necessary to run the adventure should be there; I shouldn't have to have three books open on the table in front of me to run the adventure.
 

You need good quality. It doesn't have to have great art just ok art is fine. Make the art all match, don't use some 3D art, some b&W and some color etc. That is just jarring. a Good layout is important, as is good editing.

I size of product doesn't matter to much, but most people are more likely to buy something when it is cheap. So if you are planning to do your own stuff, go cheap. Look at SGG, they have a rep for making small but cheap PDF's. They are 2-3 bucks which is something a lot of people will buy on a impulse if it sounds interesting. Once you build a rep you can start making bigger products.

I would say do PDF and maybe have a Lulu POD option. Again start small and cheap, once you have a rep for high quality you can start going for bigger and more expensive products.

Good interesting encounters, how ever many pages it takes is how many it takes. A good story that is engaging and takes into account the type of things PC might have access too. If they are high level take into account they have things like Teleport.

Also a good story is important but keep it somewhat lose. To me this is the real key between a great writer and a good one. A great one weaves a fun interesting story that is lose enough to not feel railroady. It is something I am sure takes a lot of effort to get.

Finally have variety, mix it up. Have some social stuff with interesting NPC's, have combats with a variety of locations, tactics or monsters. Or any combination of that.
 

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