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Offline bpowell

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Re: Crowdsourcing an Adventure Path?
« Reply #60 on: February 10, 2016, 10:04:54 AM »
OK, I am all for Xa-ar.  Now I need to get my hands on the setting.

Here are my ideas on what needs to be done.

1)  Find the setting we can corrupt....er, work with. - We might have located it in Xa-ar.
2)  Define the starting point -  nice village that has a viable economy.  This is because people would want to stay here, if they were living hand-to-mouth come a disaster they would leave and start fresh elsewhere.  Also, it give out heroes a source of income and equipment.
     a)  Say a town of 3,000 - 5,000 people.  This could include people living at neighboring farms and the like.  This gives us a diverse enough population to have specialists in town (blacksmith, apothecary, butcher, baker, candlestick maker, so to say). 
      b) A bank of viable NPCs.  Again to allow our heroes someone to interact with and buy ad sell items, get healing, and gather information.  A small library or temple archives might be a good idea.
      c) A economy base - Is this a fishing village?  A farming center that runs a farmer market on a certain day of the month?
3)  The story arc
      a)  While the adventures do not have to be lockstep (you cannot play this unless you have played X, Y, or Z)  They do need to have a feel of growth and advancement through the path.  We start out with inexperienced people that might be know locally ("That Sam helped me out when those bullies tried to bust up my store.")  But have never seen the wide world outside.
       b)  There should be an eventual goal - prevent a war, stop an invasion, close a gate to the Pale...etc
       c)   Each adventure should reveal a bit more of the overreaching arc.  As a corollary each adventure should "look back"  and reveal what is known.  This could be done in character packs ("Here is what you know") Or my favorite a section in the beginning where rumors and tales are told.  Giving a recounting of the past events.
4) The Individual Adventures -
       a)  How many?  - I think the number has been proposed of 6-10, am I correct?
       b)  Deadlines - How often are we "publishing"?
       c)   Rule set  - Are we using RMU Beta 2 to start and manipulate it, if changes are made before publication pf the rule set?  This would allow us to have a nice adventure path that can start with the publication of RMU (kind of like Vog Mur for thos who remember that), and then sales starting a few weeks/months later of the next few adventures.

Sorry for the shotgun affect here, but wanted to get some concrete brainstorming out there.  And please feel free to tell me I am crazy with my ideas, not everyone thinks a like and I can be completely wrong.

-BP

Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #61 on: February 10, 2016, 10:42:47 AM »
@tbigking and witchking:

Thanks...

I always thought RM needed mass marketing stuff like D&D to show it's stuff, and earn it the financial success it deserves.
 
This crowd sourcing campaign idea is a great way to do that. So I love that idea.

As far as the character packs idea goes, Shadowrun's premade characters, D&D modules and premade NPC's, then 3 hours of your group making characters only to watch a guy die to a mob in the first encounter will inspire that kind of stuff  ::). I always noticed our group seemed out of sync, not really paying attention, while waiting for the guy who just died to make a new character. I'm sure all of the RM players have been there and thought of the idea before. I just typed it  ;).

Offline tbigness

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Re: Crowdsourcing an Adventure Path?
« Reply #62 on: February 10, 2016, 11:05:56 AM »
In general I like the idea and having that characters are from the area in the population would be a great push to start them out. All the Region lores and languages would align right up here too.

I would include NPC's who have a list of things that can be accomplished (chores or favors) for extra money and story playing ploys. This can be a way to orient the players to the town and NPC's in the area. Also there should be a couple of "Mentors" or instructors of magic for the PC's to learn their spells from, weather this is from the church, hermits, schools, family, ect...

I would have a stock of 2-3 characters per player or to use in case of a premature death so that the rolling of character situation is taken care of at the beginning. This also may serve as switching characters in case of different plots or the player just did not like the other PC.

For fun I would have the characters have a chance at being a part of one of the NPC's family which can have plot possibilities further down the road (Orgillian Horror, I think I spelled it right). That would give at least some background to the PC.

A time line of events would be great to show the effects of a successful adventure or failure depending on the outcome. This could be actual adventure material or news and rumors.

Just a few comments from my tinkering brain....
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Offline egdcltd

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Re: Crowdsourcing an Adventure Path?
« Reply #63 on: February 10, 2016, 11:34:51 AM »
3-5,000 people is on the high side for most Xa-ar settlements. Most tend to be rather smaller than that; the area has had a few problems in the past, and is the wreckage of a kingdom rather than a coherent entity.

Is the first adventure going to be a stand-alone introductory adventure, introducing the players to RMU, Xa-ar and Shadow World, leading into the adventure ideas from Xa-ar? Or will it be part of a series? Trying for an actual story arc of adventures straight out might be a bit challenging, and trying and failing would probably be pretty bad (I've read comments on RPGNow about unfinished adventure arcs, or ones that have taken many years to complete; they tend not to be happy). There could be a middle road; no definite stated arc, but the modules could follow on from each other.

I'd definitely try and build the settlement into a fully functional place with lots of NPCs to interact with. It might even be possible to start the players at 1st level, doing stuff around the town until they get to the point where they can venture outside.
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Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #64 on: February 10, 2016, 11:41:39 AM »
@BPowell

I love the ideas. And you seem to have a solid outline. And that outline, while not having to be rigid will keep all the module designers on the same page.

On starting area. As far as the starting point, I don't know as I bought the SW campaign but I never got to play in it. I loved the idea of a shared world for RM but just couldn't get my group to try it. So I am not sure about any of the places.

As a noob to the world I am all for a solid setting point. One that has the stuff you talked about. In a RM campaign it is very important to have a base and be able to go to a cleric and get resurrected early on. Buy armor, Have availability to buy magical stuff, armor etc. It also helps, as all the legendary modules (Temple of Elemental Evil), have starting cities with strong NPC's to help the GM flesh out the world and push the story, or help the PC's where needed.

On Story Arc. Story arc is a HUGE point as if the arc gets to big it is very hard to reel it back in. Also players like to remember what they did. If the arch stays small enough, even if they run a new campaign, all the stuff they did can stay. And the new players can still have enough room to be heroes. Thus keeping players returning to the SW world.

On Lockstepped.I love the idea of the campaigns not having to be lockstepped as established RM GM's seem to love the flexibility. They can throw in other storylines and work the module into their grand scheme. While a D&D converted GM  or someone new to FG running RMU for the first time would love a module that holds them by the hands and guides them through a campaign. I like the war idea as the arch is big enough to make heroes. Yet can be a small local war and thus allow for further adventures with different characters, while remembering the characters of past campaigns. But any great idea the writer/GM you chose to establish it should be fine as long as it sticks to the arch that is agreed upon.

On the Ruleset. I love RMSS and others love RMC, while others love HARP. Established RM GM's for those groups already know how to modify the ruleset for their worlds, should they choose to support a module set. But since ICE is wisely trying to unite their financial efforts and get all the fans behind one product, I think RMU would be the natural choice for such an endeavor.

On # adventure modules I was just throwing numbers out there. Obviously the # of writers who can create these modules will determine that. I threw out 10 as 1-5 levels seems long enough to establish a campaign but is flexible enough to allow GM's to throw in their campaign ideas at any time. I think players that are new to RM and SW are more likely to want to support more SW modules if they get invested in the world. It also allows established players of RM to jump in, no matter what level their current campaign is. Thus new campaigns all the way through high level campaigns could support the modules, RM and SW.

My idea is to let people experience a full campaign in RMU/SW to full level so they want to play again. If the first group campaign is successful there should be great need for more low level and mid level modules.  The beginning to end setup will still allow the flexibility for established groups to jump in at any time. Also if we have start to finish, we don't run into the problem a new GM might have, if the group loves RMU but all that is available to him are low level adventures.

I also think it is very important to hand hold the GM through the module like the great D&D modules do. Giving all the EXP, treasure, NPC's and even things to be read to the players. My thought process here is to grab new players from FG and D&D players who might want to try RM and give them an easy way to get into RMU/SW if they can't find a RM group. Established great GM's can take the information and adjust it the way they want. IMHO RM modules of old just gave to many ideas and never fleshed anything out. Thus I never saw one used in a RM game.

The idea of a formula for levels (I.E. 1-5) is so groups can experience more of SW. Thus if you go 1-50, that would allow them to see 10 cities/adventure sites. Hopefully wanting them to experience more of SW. The established perimeters of the campaign taking them 5 (example) levels would make it very easy for players to stop at certain points. Rotate campaigns. Or take forays off into small adventures, then return to the campaign.

Ideas. Obviously it's all about the ideas and establishing common ground so the GM/module designers can get this to flow together and appear to be one grand campaign. While allowing many to contribute. So keep the ideas coming while the modules are still in the idea stage.

Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #65 on: February 10, 2016, 12:04:34 PM »
Marketing.Crowd Sourcing is also a great way to fix the classic RM problem of average art. RM has art we all love, though it is probably more because it is our own than it's aesthetic appeal.  The problem is it just doesn't have that emotional draw that the D&D books have. My own experience was Advanced D&D had artwork that just sucked me in. Thus I bought it's stuff. My GM had to fight and convince the group to try RM, and we weren't even an established group.

It kind of reminds me of Martial arts. There are arts out there that are just fantastic for self defense.Yet they remain obscure because the flavor of the month arts just sell to the kiddies better. You have arts that are constantly used in MMA, showcasing their effectiveness, yet the masses don't even consider them. Fast food restaurants do the same thing. No one accuses them of having the best food, but we all go there. RM IMHO is the superior product, but it suffers from an inferior marketing budget.

So if you are going to make a series of modules to support RMU and SW I suggest part of that budget be set for some marketing. Or do a whole new Kickstarter campaign to support said marketing. Maybe have art contest and pay the winners. Making sure the art that draws the masses get's picked. Which means it needs to be a marketing decision, not an emotional one.  Which is very hard to do if you don't have a marketing team. Also making this work with FG or other plug and play systems that will get the product out to the masses might also be a consideration. Obviously working with ICE and supporting RMU is a great first step. As it should appeal to all 3 RM fanbases, while still being accessible to new fans.  If ICE also works with FG or polishes FG as nicely as the new D&D ruleset is done up for FG that will probably be a SW module/campaigns biggest seller.

The beauty of a unified approach, getting RMU,SW and FG together is that anything made to give RMU more appeal in FG should benefit the paper and pen fans, PDF fans. As anything made to polish a ruleset for RMU in FG (or whichever system) will be easily accessible to the other communities. As ICE could sell PDF's for character creators, to expedite game play for all.

Obviously this is all just ideas, that if we get to the crowdsourcing level might want to be considered as part of the big picture. As good marketing will probably have a strong effect on total sales.

Offline bpowell

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Re: Crowdsourcing an Adventure Path?
« Reply #66 on: February 10, 2016, 12:08:06 PM »
In general I like the idea and having that characters are from the area in the population would be a great push to start them out. All the Region lores and languages would align right up here too.

I would include NPC's who have a list of things that can be accomplished (chores or favors) for extra money and story playing ploys. This can be a way to orient the players to the town and NPC's in the area. Also there should be a couple of "Mentors" or instructors of magic for the PC's to learn their spells from, weather this is from the church, hermits, schools, family, ect...

I would have a stock of 2-3 characters per player or to use in case of a premature death so that the rolling of character situation is taken care of at the beginning. This also may serve as switching characters in case of different plots or the player just did not like the other PC.

For fun I would have the characters have a chance at being a part of one of the NPC's family which can have plot possibilities further down the road (Orgillian Horror, I think I spelled it right). That would give at least some background to the PC.

A time line of events would be great to show the effects of a successful adventure or failure depending on the outcome. This could be actual adventure material or news and rumors.

Just a few comments from my tinkering brain....

OK, how I normally handle this for play test, since most of my group only play Rm when I run a play test session, is to create a "PC PACK".  The contents of which are the following:

   1)  Character Sheet
   2)  A 3-4 paragraph background on the character giving family ties, likes/dislike and other info to run the character.
   3)  Any charts required (weapon charts)

I was thinking of doing #1 and #2 in the adventure (#3 cannot be dome because of copyrighted material.  I get away with it because I keep the packs and do not let them walk away from the table)  So when a play joins the game they can take the "PACK" they like slap a name on it and awaaaaaay they go.   It also solves the issue of premature character death.

OMG, you mentioned the Orgellion Horror (spelling?)?  I thought I was the only person to buy that module.  I love it and have used it countless times to hook my players in.

-BP

Offline bpowell

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Re: Crowdsourcing an Adventure Path?
« Reply #67 on: February 10, 2016, 12:32:55 PM »
3-5,000 people is on the high side for most Xa-ar settlements. Most tend to be rather smaller than that; the area has had a few problems in the past, and is the wreckage of a kingdom rather than a coherent entity.

Is the first adventure going to be a stand-alone introductory adventure, introducing the players to RMU, Xa-ar and Shadow World, leading into the adventure ideas from Xa-ar? Or will it be part of a series? Trying for an actual story arc of adventures straight out might be a bit challenging, and trying and failing would probably be pretty bad (I've read comments on RPGNow about unfinished adventure arcs, or ones that have taken many years to complete; they tend not to be happy). There could be a middle road; no definite stated arc, but the modules could follow on from each other.

I'd definitely try and build the settlement into a fully functional place with lots of NPCs to interact with. It might even be possible to start the players at 1st level, doing stuff around the town until they get to the point where they can venture outside.

This is a product of my ignorance, or perhaps of my not having English as a primary language. 

What i see is the total population of the county (say about a 20 mile radius or so) to be about 3,000 -5,000.  I live in a  mountain community above golden and I know the population for this area is like 8,000.  But you would never know it because very few of us live close enough together to see our neighbors.  Also, I am counting EVERY man, woman and child.  Most FRP setting s only determine the number of adults.  Out of 3,000- 5,000 total people you might be looking at 1,500 to 2,000 adults.  This is also a genetically viable population (do not know if we want to go that deep) any smaller and the genetic pool would need infusions from the outside.  I was thinking this would be more or less self-sufficient.

OK, the issue with abandoned Adventure path (story arcs) is that the consumer knows they were abandoned.  This is due to each successive adventure being lock stepped with the last.  Each one ends in a bit of a cliff hanger ("Will Sam escape the burning building?  Will Bossy the Cow get Milked?  Tune in next module...same RM time...same RM channel!")  I was thinking a shadowy arc in the back ground very loosely tying the modules together.  This is what I have done with a series I am running at the local Conventions.  People can come and go and still pick the game up.  Many do not even catch on to the arc until 3-4 games in to the series (some still have not).

To do this we make each adventure a complete story.  The characters get the job, they do the job, they return to town/city to do R&R.  The next adventure would have some small hook from the last adventure.  People would know adventure A is link to adventure B.  But there is no guarantee of adventure C.

This is all in how you market the series.  If you state you are doing a 50 part adventure and stop writing at number 15 people will be mad.  If you write one that links to the last (and not make playing or owning the last critical) you will not create a set of expectations you cannot meet.

Starting with the first to be "included" in the RMU/SW release give people something to do right out of the gate.  Those that know SW backwards and forward will not need it and might use it as reference material (or bird cage liner), but someone deciding to "give it a try" will use the adventure as written and hopefully when part 2 becomes available will plop down few piece of hard earned cash to buy it.

I will put away my soapbox and let you digest what I said (and hopefully not cause indigestion)

-BP

Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #68 on: February 10, 2016, 12:47:26 PM »
I was thinking a shadowy arc in the back ground very loosely tying the modules together.  This is what I have done with a series I am running at the local Conventions.  People can come and go and still pick the game up.  Many do not even catch on to the arc until 3-4 games in to the series (some still have not).

To do this we make each adventure a complete story.  The characters get the job, they do the job, they return to town/city to do R&R.  The next adventure would have some small hook from the last adventure.  People would know adventure A is link to adventure B.  But there is no guarantee of adventure C.

This is all in how you market the series.  If you state you are doing a 50 part adventure and stop writing at number 15 people will be mad.  If you write one that links to the last (and not make playing or owning the last critical) you will not create a set of expectations you cannot meet.

Starting with the first to be "included" in the RMU/SW release give people something to do right out of the gate.  Those that know SW backwards and forward will not need it and might use it as reference material (or bird cage liner), but someone deciding to "give it a try" will use the adventure as written and hopefully when part 2 becomes available will plop down few piece of hard earned cash to buy it.

I agree completely with what BP said here. It should be a Shadowy Arc. Players shouldn't really know the world arc anyways. Just stuff that is important to their game. I agree with the complete stories idea. I love the tying but leaving it flexible enough for GM's to adjust on the fly type of thing. As this will allow us to have different writers and yet somehow still achieve a campaign.

And I agree with launching it with RMU and SW at launch if you can as this will get more attention and be more beneficial to all involved. Especially the player community.

Keep the ideas coming. So we can flesh it out more.

Offline Terry K. Amthor

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Re: Crowdsourcing an Adventure Path?
« Reply #69 on: February 10, 2016, 01:01:11 PM »
I'm excited to see so much enthusiasm for this concept! The art thing is a good point and some good ideas about a contest. At ICE in the old days we could not afford much quality art for SW.

Rapata in Xa-ar might be a good starting place. There is already a basic map, and a few places described. It is on a main road, there is an old castle on a cliff above and a rarely-used Navigator obelisk in a sheltered cleft of rock nearby. The inhabitants are pretty varied.

I just wanted to cheerlead again and say good ideas! I'd be happy to write an introduction once it gets nearly done, and along the way just see drafts once in awhile to make sure it is true to SW (I promise not to nit-pick; I have neither the time nor desire to do that!). I'm glad to see people interested in writing, and want to see more SW and RM products out there. There is clearly an interest.

Marketing is a good point, you'd need to coordinate with the ICE people regarding twitter etc. I maintain the SW Facebook page and of course we'd want to use that, but we would need to try to expand and go after other RPG users and draw them in.

If you want to try the crowdfunding route, obviously you'll need to talk to Nicholas and coordinate, but you'll be doing that anyway. I'll just sit back and kibitz once in awhile (though I'd like to be a judge on an art panel  ;))

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Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #70 on: February 10, 2016, 01:05:56 PM »
I would include NPC's who have a list of things that can be accomplished (chores or favors) for extra money and story playing ploys. This can be a way to orient the players to the town and NPC's in the area. Also there should be a couple of "Mentors" or instructors of magic for the PC's to learn their spells from, weather this is from the church, hermits, schools, family, ect...

I would have a stock of 2-3 characters per player or to use in case of a premature death so that the rolling of character situation is taken care of at the beginning. This also may serve as switching characters in case of different plots or the player just did not like the other PC.

For fun I would have the characters have a chance at being a part of one of the NPC's family which can have plot possibilities further down the road (Orgillian Horror, I think I spelled it right). That would give at least some background to the PC.

A time line of events would be great to show the effects of a successful adventure or failure depending on the outcome. This could be actual adventure material or news and rumors.

Just a few comments from my tinkering brain....

I love the ideas.

On NPC chores. I love this idea. It gives the players more reason to be in this town and it will give them a reason to make this area their home base. It will also give them sure means to have money to buy anything they need.

On Extra characters.I agree 100% as a RM player we know death happens. We also know some people may not like their current character and want to change. And was one reason I suggested player packs.

On family to some NPC's. Whatever the writers go with is fine with me. But any idea that might give the player roleplaying motivation or the GM can use to further the story plot is fine with me. Family is a legendary GM plot tool so I like the idea. But we obviously don't want to be too specific and try to force something that is not within the writer/designers plans.

On Success/Failure arc. That is a fantastic idea if we are going to have a shadowy arc, with 10 complete stories (again just examples to get a fully fleshed campaign). This would allow GM's who are just bringing their group to the campaign (say level 25) to add their groups history to the current story arc. And it would tie the different modules together as the GM would already have the repercussions of the groups previous successes or failures. Or have a starting point if they are joining mid campaign.

On Rumors. Another great idea. I love the modules that give GM's something to tell the players. Descriptions that give the town more flavor, yet subtly inform the players of stuff they are expected to know is a great way to go. This is great because so many GM's fail or aren't good at explaining this stuff to players in game. This would just add to immersion in my opinion and is fantastic.


Offline tbigness

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Re: Crowdsourcing an Adventure Path?
« Reply #71 on: February 10, 2016, 01:13:35 PM »

OMG, you mentioned the Orgellion Horror (spelling?)?  I thought I was the only person to buy that module.  I love it and have used it countless times to hook my players in.

-BP

Yeah this was a great module that was a plugin adventure.
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Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #72 on: February 10, 2016, 01:23:18 PM »
Bigness's last post gave me another idea. We not only need to suggest ideas for the story arc and how multiple modules would fit together and still make sense and appear as one campaign. BP is doing a great job on that in my opinion. But we should also have a framework of things to help make these great modules.

Not knowing many classic modules I think "Temple of Elemental Evil" and the way it hand holds the GM through, giving them everything they need fleshed out is fantastic. Sure RM Gm's don't need that, but they already have the skills to adjust. Were trying to help draw new people to the RMU/SW and these types of modules would seem to be a great help for new and old fans alike.
If you know any other classic modules that players of all systems love, then suggest them. That way we can take what already works and go from there.

I love some of the ideas he added and think they should be part of our framework or ground rules on what the writers or whoever helps turn the story into a module should be expected to include.

He suggested.

NPC chore list.
Character packs (multiple for each class)
Success/Failure arc notes
Timeline of campaign events.

I would like to suggest NPC Hirelings to that.

The idea is some groups need help and the GM can have fully fleshed NPC's who are from the area that can push story plot and help adventures. Or advance nefarious plots against the players. It is also a way to bleed some cash if the GM feels the group is too rich. Temple of Elemental Evil did this well also. And I remember different GM's using the same NPC to help one group. And another GM using that same NPC to deter the group. Either way good NPC's that fit into the story and are either background or can help in adventuring could be solid. Yet if a GM so choses they can just ignore them and insert their own characters. Either way it gives the GM options, yet with the stats and work already established if they want to use them.


Offline egdcltd

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Re: Crowdsourcing an Adventure Path?
« Reply #73 on: February 10, 2016, 01:25:46 PM »
Orgillion Horror - no, I have that too (I think I now have everything bar SWMA2 in one form or another). It's also going to be re-released as a PDF I believe.

The Xa-ar population figures - I would say those are purely urban figures. Given that medieval towns tended to replenish their populations from the surrounding countryside, rather than naturally (due to towns being really unhealthy places to live), I would assume that any urban area has at least the same amount of population surrounding it in much smaller settlements. Transport in Xa-ar  between places is okay; it's also mostly sea coast, and that makes getting to other settlements a lot easier (although pirates could be a problem that needs solving by some handy people...).

Yes, a shadowy arc is the sort of thing I was thinking of. Something that isn't necessarily readily apparent until after the module is completed, and the players can then put it together. A possibility would be to set on or two modules in an area, and reference the main sourcebook for that area as a source of side adventures, then move onto another area, and do the same.

One thing I like in Pathfinder that I've seen is the combat rating of encounters. So, if an encounter is too easy/difficult for a party, there can be easy ways of tweaking it. Should players do side adventures before continuing, this would be important.

Artwork - yes, decent artwork isn't cheap. Especially if it's custom done. So any way of making it more available is good. Kickstarter has been used successfully by quite a few publishers.

Regarding pre-gen characters - if they are starting above 1st level, some sort of backstory explaining how they earned experience is good. It doesn't have to be extensive, just plausible. Served in the town militia is one example.
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Offline tbigness

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Re: Crowdsourcing an Adventure Path?
« Reply #74 on: February 10, 2016, 01:33:50 PM »
It could be a random background based on Profession such as a Magicians Apprentice, Blacksmith Apprentice, Huntsman, Urchin, Acolyte, Orphan with a mentor. . . Ect.
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Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #75 on: February 10, 2016, 01:43:39 PM »
I'm excited to see so much enthusiasm for this concept! The art thing is a good point and some good ideas about a contest. At ICE in the old days we could not afford much quality art for SW.

Rapata in Xa-ar might be a good starting place. There is already a basic map, and a few places described. It is on a main road, there is an old castle on a cliff above and a rarely-used Navigator obelisk in a sheltered cleft of rock nearby. The inhabitants are pretty varied.

I just wanted to cheerlead again and say good ideas! I'd be happy to write an introduction once it gets nearly done, and along the way just see drafts once in awhile to make sure it is true to SW (I promise not to nit-pick; I have neither the time nor desire to do that!). I'm glad to see people interested in writing, and want to see more SW and RM products out there. There is clearly an interest.

Marketing is a good point, you'd need to coordinate with the ICE people regarding twitter etc. I maintain the SW Facebook page and of course we'd want to use that, but we would need to try to expand and go after other RPG users and draw them in.

If you want to try the crowdfunding route, obviously you'll need to talk to Nicholas and coordinate, but you'll be doing that anyway. I'll just sit back and kibitz once in awhile (though I'd like to be a judge on an art panel  ;))

TKA



Thanks for your input. You are helping add enthusiasm to the conversation and keeping the ideas going.

I love your idea to help draw in other RPG users. I don't have solid ideas on that. So I currently am going with following the D&D model as it's artwork, and hand holding module design seems to work very well. And it seems to help build loyal clients. I think getting RMU set for a very polished FG ruleset and quick and easy experience will help everyone. And designing the crowdsourced modules/campaign to work with FG will allow it to be used by all interested groups. As ICE should be able to easily sell a good module to FG, Paper and Pen users and PDF users.

If the module is designed professionally it should be plug and play. Yes designed for RMU. But maybe also with the d20 conversion stuff already set up. Instead of the usual RM ideas. Have it actually fleshed out. So it could also be sold to D&D/d20 users with the hope of getting more sales, but ultimately bringing more people into the RMU/ICE family.  And if such d20 FG rulesets were already established it could work both ways allowing RMU to buy modules from other systems and play them in a RMU/SW  setting.

As always keep the ideas coming. And it's always good to hear from people who actually have experience in campaign, module, and other such designs  :).

Offline chukoliang

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Re: Crowdsourcing an Adventure Path?
« Reply #76 on: February 10, 2016, 01:50:21 PM »

OMG, you mentioned the Orgellion Horror (spelling?)?  I thought I was the only person to buy that module.  I love it and have used it countless times to hook my players in.

-BP

I think I only got to see that one for sale on Ebay, or it was a module that came with the SW boxed set. Either way I think I remember reading something on it, but sadly not getting to play it.

It's good to see you are both getting great ideas from solid modules that way we can try to make sure the stuff that is tried and true and works gets used. If we run out of ideas we can always look at the framework and things that made other modules classics.

Keep the ideas coming.

Offline Terry K. Amthor

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Re: Crowdsourcing an Adventure Path?
« Reply #77 on: February 10, 2016, 02:14:43 PM »
(Orgilion Horror... biting tongue...) Sure great!
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Offline B Hanson

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Re: Crowdsourcing an Adventure Path?
« Reply #78 on: February 10, 2016, 03:20:14 PM »
(Orgilion Horror... biting tongue...) Sure great!

Agreed. Very Cthulhu meets castle d'ambre but not the "feel" of SW IMHO

Lots of enthusiasm and great ideas! However, I think it's critical to make any adventure path embrace the flavor of SW not just a generic adventure that's palatable to d20 or DD players. That flavor should embrace the SW differentiation from other game settings: Flows, Loremasters, Unlife, artificial beings and yes even ancient civilizations/tech. While those may seem to be high level components ill suited for low level adventures (a common if mistaken criticism of SW) a well scripted adventure path can and should introduce these elements. That's why I argued for using the GC as a template. Given product development times, competition and player tastes this might be the best way to introduce RMU and re-introduce SW to new audience. just my 2cents.
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Offline egdcltd

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Re: Crowdsourcing an Adventure Path?
« Reply #79 on: February 10, 2016, 04:28:45 PM »
Yes, it's important to not lose the feel of Shadow World in creating new content, and I agree that the setting isn't as high powered as manythink. Sure, there are some high powered things in it, but I've read a lot of D&D derived supplements recently, and they have a huge amount of magic in them.
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