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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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<blockquote data-quote="Brudewollen" data-source="post: 486895" data-attributes="member: 2274"><p>Thank you for all the fine responses and points of view. I hope people continue to add to this conversation going forward.</p><p></p><p>One goal of the adventure we are writing is to try and do something that is different, that is not like anything, or at least much else that has gone before. One interesting balancing act we are hoping to work out is how to make it an (at least somewhat) structured adventure and story, while still maintaining a fairly loose, heavy role-play oriented setting. It's an element I'm not yet completely satisfied with but we have ideas. </p><p></p><p>Such a heavy roleplay oriented enviornment of course necessitates deeper NPC character development. We come from a background in acting and film/screenwriting, so this sort of thing is right up our alley, we hope. Even several side NPCs will have interesting personalities of their own and we think we have a way to convey this succinctly so the DM won't be overburdened with details. We want the enviornment to breathe and we want to help the DM bring this out in the game.</p><p></p><p>Our plan is to do a short series of adventures in the 44-48 page range, probalby a trilogy, though possibly in four parts. Each adventure will be able to stand on its own, however, but can also be integrated as one long mega-adventure. Also, they will be "generic" enough to plop down into most D&D worlds, published, homebrew or otherwise.</p><p></p><p>There may be some additional optional rules included with each adventure, including some expansion of social-based skills, which we hope can be well used well in such a heavy role play enviornment. There will be new monsters, "artifacts" and other goodies that we hope people will like. </p><p></p><p>The idea of including battle maps and encounter pieces is not a bad one, though I don't know if its necessary to sell the product - especially one that is more about roleplay, not combat. Also, it seems maybe a bit gimmicky - though a useful gimmick.</p><p></p><p>We would be interested in some hard numbers on sales, if such statistics are available.</p></blockquote><p></p>
[QUOTE="Brudewollen, post: 486895, member: 2274"] Thank you for all the fine responses and points of view. I hope people continue to add to this conversation going forward. One goal of the adventure we are writing is to try and do something that is different, that is not like anything, or at least much else that has gone before. One interesting balancing act we are hoping to work out is how to make it an (at least somewhat) structured adventure and story, while still maintaining a fairly loose, heavy role-play oriented setting. It's an element I'm not yet completely satisfied with but we have ideas. Such a heavy roleplay oriented enviornment of course necessitates deeper NPC character development. We come from a background in acting and film/screenwriting, so this sort of thing is right up our alley, we hope. Even several side NPCs will have interesting personalities of their own and we think we have a way to convey this succinctly so the DM won't be overburdened with details. We want the enviornment to breathe and we want to help the DM bring this out in the game. Our plan is to do a short series of adventures in the 44-48 page range, probalby a trilogy, though possibly in four parts. Each adventure will be able to stand on its own, however, but can also be integrated as one long mega-adventure. Also, they will be "generic" enough to plop down into most D&D worlds, published, homebrew or otherwise. There may be some additional optional rules included with each adventure, including some expansion of social-based skills, which we hope can be well used well in such a heavy role play enviornment. There will be new monsters, "artifacts" and other goodies that we hope people will like. The idea of including battle maps and encounter pieces is not a bad one, though I don't know if its necessary to sell the product - especially one that is more about roleplay, not combat. Also, it seems maybe a bit gimmicky - though a useful gimmick. We would be interested in some hard numbers on sales, if such statistics are available. [/QUOTE]
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