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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="Blue" data-source="post: 8433492" data-attributes="member: 20564"><p>Stat blocks are really the tip of the iceberg.</p><p></p><p>Okay, let's assume all of the systems support the concept of an adventure in the same way - you won't be publishing something for a PbtA or FitD adventure the same way you would a D&D adventure. Dungeon World and D&D 3.5 both can do epic fantasy - that doesn't mean a published adventure would have a lot of common ground.</p><p></p><p>You need to account for different systems in terms of attrition (and in D&D-like system, length of adventuring day).</p><p></p><p>You need to account for varying out-of-combat capability between systems - if you need to cross a gorge on a untrustworthy bridge, and one system has skill checks that are very swingy, another has easy access to flight, and a third is tight but has a very large gap between characters who are good at this and those that aren't.</p><p></p><p>Combine things like 4e encounter design, which is designed to be tactical and is missing a trick if the terrain isn't interesting and likely has hazards, vs. systems that are more theater of the mind.</p><p></p><p>Consider areas that need to be designed around for each of the games you are creating for, like PF2 where unplanned reinforcements that would make up another encounter can spell TPK so you have to design that not to happen.</p></blockquote><p></p>
[QUOTE="Blue, post: 8433492, member: 20564"] Stat blocks are really the tip of the iceberg. Okay, let's assume all of the systems support the concept of an adventure in the same way - you won't be publishing something for a PbtA or FitD adventure the same way you would a D&D adventure. Dungeon World and D&D 3.5 both can do epic fantasy - that doesn't mean a published adventure would have a lot of common ground. You need to account for different systems in terms of attrition (and in D&D-like system, length of adventuring day). You need to account for varying out-of-combat capability between systems - if you need to cross a gorge on a untrustworthy bridge, and one system has skill checks that are very swingy, another has easy access to flight, and a third is tight but has a very large gap between characters who are good at this and those that aren't. Combine things like 4e encounter design, which is designed to be tactical and is missing a trick if the terrain isn't interesting and likely has hazards, vs. systems that are more theater of the mind. Consider areas that need to be designed around for each of the games you are creating for, like PF2 where unplanned reinforcements that would make up another encounter can spell TPK so you have to design that not to happen. [/QUOTE]
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Question: how much extra effort would it really take to write modules supporting multiple systems?
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