They also did the Elemental Evil Player's Companion. A couple of those each year would be fine, paired with a more flavourful book (like Manual of the Planes or Deities & Demigods).What's the "small to medium" book, the Sword Coast? I still think that's a bit anemic, but I'm willing to see how it goes. Two books a year would be ideal I think,
The problem with the small modules is they're harder to sell in stores. No spines makes them harder to display. The move to hardcover was in response to store feedback.but I would really like to see some short module support. Surely a few adventure paths running over the course of the year should be doable, no? Maybe 3x a year, release 1 part of a 3-module adventure? That's where a lot of our great memories come from, modules. The adventure league stuff I'm not really counting. It's not a bad thing, but that's not what I'm looking for.
Had. They pretty much release the RPG Superstar one and maybe one other. And they also went from smaller to larger for those, using Pathfinder Society for the tiny modules.PF has a TON of module support...and thankfully, I can covert pretty easily ;oD
Sounds like a reasonable thing to do, unless you're committed to having only two menu items for some reason...I guess if we want to use McDonalds as an analogy, it would be similar to them producing a product that their own research shows 30% of their customers like.
They also did the Elemental Evil Player's Companion. A couple of those each year would be fine, paired with a more flavourful book (like Manual of the Planes or Deities & Demigods).
The problem with the small modules is they're harder to sell in stores. No spines makes them harder to display. The move to hardcover was in response to store feedback.
Plus, you get a LOT more adventure for your money with a big hardcover. A 32-page module would run $15. Getting three gets you 96-pages for $45. Or you could get a 200+ page super adventure for the same price.
And you never have to wait for the next part: a group that plays weekly can blast through 32-pages in a fortnight. Plus, it's really easy to just pull a chapter out of a super adventure and just run that as a module. They're basically a dozen small adventures crammed together. Princes of the Apocalypse especially.
Had. They pretty much release the RPG Superstar one and maybe one other. And they also went from smaller to larger for those, using Pathfinder Society for the tiny modules.
I disagree with just "pulling stuff out of an AP". Most people aren't going to pay that kind of money so they can "pull out a chapter and use it". People want shorter adventures because they are easy to run, ready from the start, and you can produce lots of variety. With these big AP's you are stuck with what's there.
Paizo had it right when they created AP's along side short modules and made them all in PDF as an option.
Paizo has it right while Wizards has it wrong.
But people will pay twice as much money for similar content that's broken up?I disagree with just "pulling stuff out of an AP". Most people aren't going to pay that kind of money so they can "pull out a chapter and use it".
The variety is an issue. That's a time factor. So far each storyline has a very different feel.People want shorter adventures because they are easy to run, ready from the start, and you can produce lots of variety. With these big AP's you are stuck with what's there.
*Facepalm*Paizo had it right when they created AP's along side short modules and made them all in PDF as an option.
Paizo has it right while Wizards has it wrong.
Implication is a real thing. If someone says "it's impossible to create a good game that uses dice," they're saying that Yahtzee, D&D, and many other games can't possibly be good, by implication. If you can show that one or more dice-using games are good, you have a counter-example that falsifies the initial claim.No, you're implying he said something he did not, then arguing those points. That doesn't make him wrong.