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<blockquote data-quote="Tom B1" data-source="post: 7776287" data-attributes="member: 6879023"><p>Reading a full IP like a PHB or DMG seems like a big effort. Preparing a digital version of something that largely depends on other core rulebooks (such as the PHB) seems to me like it should be a lot less time-consuming. The context of the discussion was the amount of work required to enter a module vs. the cost of one. Now, I do recognize that the WotC 'modules' now seem to include splat-book content (rules for handling environments, etc) so that will bloat a full conversion. </p><p></p><p>That said, for something where I'm likely to want to just run the module (and usually with customizations which won't be supported by the original conversion effort), $25-30 is steep on top of buying the WotC hardcover. </p><p></p><p>I understand you get a lot of automation and press-and-magic-happens from the added integration. </p><p></p><p>I just feel like that is largely wasted effort for DMs like me and players like I tend to DM - most of them can't be bothered to learn more than the rules directly impacting their build and even them somewhat half-heartedly, so if I make up a ruling to handle any situation at the table, my players aren't going to complain. </p><p></p><p>The 8 hours of one person's effort to get the module in is more like what I'd be expecting and looking for (just like me prepping monster cards, studying up encounters, reading spell effects cards, etc. before I run an adventure). That sounds more like an appropriate investment of time. </p><p></p><p>I get that a lot of people probably like all that automation (and likely testing for it too). But if it turns a module into $25-30 for an FG conversion plus buying the core rulebook material, plus buying the actual books and module in dead tree (which is where I usually start), that's a lot of $</p><p></p><p>I'd rather have 8-hour-effort module prep vs. 1 x 400-hour supplement integration. In theory, by the time you get one conversion in place, I can have 50 modules inserted. Yours has a bunch of automation and magic that's nice if you are just running the story as is and that's a matter of personal taste to say whether that's a good investment. </p><p></p><p>The way in which I would look at it is that FG has chosen a way of integrating adventures that is more complete but also more expensive than I require or can afford. It's not exactly a disrespect to FG to say that their chosen approach is (for my purposes and budget) inferior to the cheaper and less labour intensive option and that other tools that are cheaper may be all I require where FG is the pink cadillac with chrome trim and booster rockets.</p></blockquote><p></p>
[QUOTE="Tom B1, post: 7776287, member: 6879023"] Reading a full IP like a PHB or DMG seems like a big effort. Preparing a digital version of something that largely depends on other core rulebooks (such as the PHB) seems to me like it should be a lot less time-consuming. The context of the discussion was the amount of work required to enter a module vs. the cost of one. Now, I do recognize that the WotC 'modules' now seem to include splat-book content (rules for handling environments, etc) so that will bloat a full conversion. That said, for something where I'm likely to want to just run the module (and usually with customizations which won't be supported by the original conversion effort), $25-30 is steep on top of buying the WotC hardcover. I understand you get a lot of automation and press-and-magic-happens from the added integration. I just feel like that is largely wasted effort for DMs like me and players like I tend to DM - most of them can't be bothered to learn more than the rules directly impacting their build and even them somewhat half-heartedly, so if I make up a ruling to handle any situation at the table, my players aren't going to complain. The 8 hours of one person's effort to get the module in is more like what I'd be expecting and looking for (just like me prepping monster cards, studying up encounters, reading spell effects cards, etc. before I run an adventure). That sounds more like an appropriate investment of time. I get that a lot of people probably like all that automation (and likely testing for it too). But if it turns a module into $25-30 for an FG conversion plus buying the core rulebook material, plus buying the actual books and module in dead tree (which is where I usually start), that's a lot of $ I'd rather have 8-hour-effort module prep vs. 1 x 400-hour supplement integration. In theory, by the time you get one conversion in place, I can have 50 modules inserted. Yours has a bunch of automation and magic that's nice if you are just running the story as is and that's a matter of personal taste to say whether that's a good investment. The way in which I would look at it is that FG has chosen a way of integrating adventures that is more complete but also more expensive than I require or can afford. It's not exactly a disrespect to FG to say that their chosen approach is (for my purposes and budget) inferior to the cheaper and less labour intensive option and that other tools that are cheaper may be all I require where FG is the pink cadillac with chrome trim and booster rockets. [/QUOTE]
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