Kaodi
Legend
From time to time I think I should try to write an adventure in a publishable format, though more than likely, having no experience, the first effort (or several), if it was finished, would probably be more something to give away to see what people thought and to get the ball rolling.
The system I would go with at this point would be Pathfinder. Pathfinder, however, has a fair amount of material out for it at this point in their Pathfinder Reference Document. But since this would be a first effort, I was thinking that it might be wise to try and keep thing simple, i.e. stick to the Core Rulebook, Bestiary, and GameMastery Guide.
The question then is: do you need anything more than these basic elements to write a good adventure that people would want to play? If staying vanilla would make things more difficult, what sort of things could you emphasize to compensate? Good characterization? Engaging sets? A really unique plot?
Not that any of this is going to happen. I have made a lot of pronouncements in my life that I have failed to back up. But I think the question might be useful even just so far as home games are concerned.
The system I would go with at this point would be Pathfinder. Pathfinder, however, has a fair amount of material out for it at this point in their Pathfinder Reference Document. But since this would be a first effort, I was thinking that it might be wise to try and keep thing simple, i.e. stick to the Core Rulebook, Bestiary, and GameMastery Guide.
The question then is: do you need anything more than these basic elements to write a good adventure that people would want to play? If staying vanilla would make things more difficult, what sort of things could you emphasize to compensate? Good characterization? Engaging sets? A really unique plot?
Not that any of this is going to happen. I have made a lot of pronouncements in my life that I have failed to back up. But I think the question might be useful even just so far as home games are concerned.