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General Tabletop Discussion
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Question: how much extra effort would it really take to write modules supporting multiple systems?
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<blockquote data-quote="AtomicPope" data-source="post: 8433482" data-attributes="member: 64790"><p>Who is going to buy it?</p><p></p><p>When you're making a product you need to have an audience in mind. Even if you're making an adventure for your friends, your audience is still your friends. The problem with a multi-edition module is the audience. Who is it for? Everyone? I don't think so. Modules have level ranges. The impact of levels are not the same across editions or systems. Can we have different level ranges? Let's complicate this even more.</p><p></p><p>System Mechanics Steer the Narrative - there's a lot of talk recently about the reward system and feedback loop of 5e mechanics. The reward system drives player choice, as does the system mechanics. Interaction with the world is governed by those mechanics. What is easy on one system is hard or even impossible in another. This is intention because it steers the narrative.</p><p></p><p>People often say, "It's hard to die in 5e." That's a heroic style of play where you're less likely to die from a Goblin than you are from a Dragon's breath weapon. PF games are designed around their hit point/death parameters and 5e is designed around theirs. Generic Goblins got WAY more effective in 5e than they ever were before, yet it's still harder for Goblins to kill a PC in 5e than it is in AD&D. How can you design a module that reconciles these differences?</p><p></p><p>I think it would be easier, and in my opinion better for the community, if modules were designed with encounter flexibility as part of the design. What I mean is the standard module is 4 players with 1PC each at X level. Why not have a small section at the end that shows what monsters to add if there's an extra PC or an extra level? This would be WAY more helpful, expecially in something like the Starter Set where you'll often have a larger group because there are lots of people who want to try it out, who later break off and form their own groups.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8433482, member: 64790"] Who is going to buy it? When you're making a product you need to have an audience in mind. Even if you're making an adventure for your friends, your audience is still your friends. The problem with a multi-edition module is the audience. Who is it for? Everyone? I don't think so. Modules have level ranges. The impact of levels are not the same across editions or systems. Can we have different level ranges? Let's complicate this even more. System Mechanics Steer the Narrative - there's a lot of talk recently about the reward system and feedback loop of 5e mechanics. The reward system drives player choice, as does the system mechanics. Interaction with the world is governed by those mechanics. What is easy on one system is hard or even impossible in another. This is intention because it steers the narrative. People often say, "It's hard to die in 5e." That's a heroic style of play where you're less likely to die from a Goblin than you are from a Dragon's breath weapon. PF games are designed around their hit point/death parameters and 5e is designed around theirs. Generic Goblins got WAY more effective in 5e than they ever were before, yet it's still harder for Goblins to kill a PC in 5e than it is in AD&D. How can you design a module that reconciles these differences? I think it would be easier, and in my opinion better for the community, if modules were designed with encounter flexibility as part of the design. What I mean is the standard module is 4 players with 1PC each at X level. Why not have a small section at the end that shows what monsters to add if there's an extra PC or an extra level? This would be WAY more helpful, expecially in something like the Starter Set where you'll often have a larger group because there are lots of people who want to try it out, who later break off and form their own groups. [/QUOTE]
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Question: how much extra effort would it really take to write modules supporting multiple systems?
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