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You're the CEO of PAIZO. Now What?
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<blockquote data-quote="howandwhy99" data-source="post: 5136831" data-attributes="member: 3192"><p>If I were the CEO of Paizo...</p><p></p><p>I would attempt to increase the profitability of the adventure paths. I think that is where the bread and butter of profits come from, if only to support sales of the core books. </p><p></p><p>How? By attempting to make them modules. </p><p></p><p>Admittedly, I haven't read any since the Dragon Magazine paths, but I suspect they follow the same model. I also suspect the percentage of sales tapers off as the adventures increase in level. Basically, because of the belief that adventures P1-P5 are necessary for a path before P6 can be bought. And that means some groups never end up purchasing those adventures because the campaign ends early.</p><p></p><p>How would I do this? By promoting cross playability between adventure path modules. P1-E2-X3-P4-L5-N6. The easiest way is to promote this kind of relinking on the Paizo boards with the reward of having some potentially end up in a product or download. It has to get out to the customer base not online though, so a product may be best. </p><p></p><p>If you recall old modules in D&D, they were homebrewed and linked together in all sorts of ways. How do you convert a cold weather module to the jungle? How do you link different cities into one for two or more modules? How do I replace a BBEG Fighter general with a BBEG archwizard already in my campaign? </p><p></p><p>I understand much of the point of module sales is to save DM time during prep. Offering alternative linkings between all of the adventures already in print enables groups to not only choose their favorites, but also retains the usability and profitability of older products. A DM could link the current line with some others not yet used. I could even run similar level mods concurrently or as one intertwined module, if we use slower XP rates.</p><p> </p><p>A story does not have to run only one way. By offering alternatives you pump the creative juices of those with time enough to build their own. And for those without such time, they can download or purchase a slew of alternate paths to link together already published materials to play in a new way. Then you no longer have N number of adventure paths, but ... some combinatorial math expression I don't quite understand.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5136831, member: 3192"] If I were the CEO of Paizo... I would attempt to increase the profitability of the adventure paths. I think that is where the bread and butter of profits come from, if only to support sales of the core books. How? By attempting to make them modules. Admittedly, I haven't read any since the Dragon Magazine paths, but I suspect they follow the same model. I also suspect the percentage of sales tapers off as the adventures increase in level. Basically, because of the belief that adventures P1-P5 are necessary for a path before P6 can be bought. And that means some groups never end up purchasing those adventures because the campaign ends early. How would I do this? By promoting cross playability between adventure path modules. P1-E2-X3-P4-L5-N6. The easiest way is to promote this kind of relinking on the Paizo boards with the reward of having some potentially end up in a product or download. It has to get out to the customer base not online though, so a product may be best. If you recall old modules in D&D, they were homebrewed and linked together in all sorts of ways. How do you convert a cold weather module to the jungle? How do you link different cities into one for two or more modules? How do I replace a BBEG Fighter general with a BBEG archwizard already in my campaign? I understand much of the point of module sales is to save DM time during prep. Offering alternative linkings between all of the adventures already in print enables groups to not only choose their favorites, but also retains the usability and profitability of older products. A DM could link the current line with some others not yet used. I could even run similar level mods concurrently or as one intertwined module, if we use slower XP rates. A story does not have to run only one way. By offering alternatives you pump the creative juices of those with time enough to build their own. And for those without such time, they can download or purchase a slew of alternate paths to link together already published materials to play in a new way. Then you no longer have N number of adventure paths, but ... some combinatorial math expression I don't quite understand. [/QUOTE]
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You're the CEO of PAIZO. Now What?
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