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*Pathfinder & Starfinder
Writing an adventure specifically for 1 party
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<blockquote data-quote="gamerprinter" data-source="post: 6282309" data-attributes="member: 50895"><p>Some adventure modules include aspects adapted to different parties and party decisions, for example, <a href="http://paizo.com/products/btpy8lvi?Curse-of-the-Golden-Spear-Part-2-The-Dim-Spirit" target="_blank"><strong>The Curse of the Golden Spear 2: Dark Path</strong></a>, the second module of this introductory trilogy of modules set the in Kaidan setting of Japanese horror (PFRPG), includes gray box text in case adventure parties choose not to follow the specific routes through the wilderness - which much of that adventure is built around. How to move encounters from one place to another, how to find important items if characters miss a certain building in a ruined village, etc. So there is some modifications available, built into the adventure. All the adventures in that trilogy were playtested by multiple groups before release - so there is some level of feedback provided before a product is released.</p><p></p><p>However, some groups have 1 player, some groups have 8 players. It would be considerable extra work by the author/designer to accomodate every possible variant group that might be campaigning in the modules. Extra work equates extra word count, which might significantly increase the page count. Note that 64 page module/supplements is an important price break for many printing companies. So many publishers try to avoid crossing a 64 page count in most module releases. If the page count is hard-coded, then the only way to add extra content, is to remove existing content to make room for it. Neither solution is optimal for everyone, and nobody wants to pay too much for a cover price than it ought to be.</p><p></p><p>As TerraDave states, adjusting a given adventure for a specific group and their idiosyncracies is the GM's job - it has always been so. I don't think it would be worth it to have to pay more money, or to lose content to accomodate every nuance on every possible table.</p><p></p><p>Aside from the costs of cover design, illustrations, cartography and page layout, writing/designing and editing are the 2 most expensive costs in creating RPG products. Anything you do to increase the workload for author/designer greatly increases the cost of production and everything created by the author needs to be checked by the editor for an equal amount of cost. Your quest for a possible solution in this matter is impractical for everyone.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6282309, member: 50895"] Some adventure modules include aspects adapted to different parties and party decisions, for example, [URL="http://paizo.com/products/btpy8lvi?Curse-of-the-Golden-Spear-Part-2-The-Dim-Spirit"][B]The Curse of the Golden Spear 2: Dark Path[/B][/URL], the second module of this introductory trilogy of modules set the in Kaidan setting of Japanese horror (PFRPG), includes gray box text in case adventure parties choose not to follow the specific routes through the wilderness - which much of that adventure is built around. How to move encounters from one place to another, how to find important items if characters miss a certain building in a ruined village, etc. So there is some modifications available, built into the adventure. All the adventures in that trilogy were playtested by multiple groups before release - so there is some level of feedback provided before a product is released. However, some groups have 1 player, some groups have 8 players. It would be considerable extra work by the author/designer to accomodate every possible variant group that might be campaigning in the modules. Extra work equates extra word count, which might significantly increase the page count. Note that 64 page module/supplements is an important price break for many printing companies. So many publishers try to avoid crossing a 64 page count in most module releases. If the page count is hard-coded, then the only way to add extra content, is to remove existing content to make room for it. Neither solution is optimal for everyone, and nobody wants to pay too much for a cover price than it ought to be. As TerraDave states, adjusting a given adventure for a specific group and their idiosyncracies is the GM's job - it has always been so. I don't think it would be worth it to have to pay more money, or to lose content to accomodate every nuance on every possible table. Aside from the costs of cover design, illustrations, cartography and page layout, writing/designing and editing are the 2 most expensive costs in creating RPG products. Anything you do to increase the workload for author/designer greatly increases the cost of production and everything created by the author needs to be checked by the editor for an equal amount of cost. Your quest for a possible solution in this matter is impractical for everyone. [/QUOTE]
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Writing an adventure specifically for 1 party
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