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Right now, don't sweat the technical aspects. I hate to say it, but many of the people worrying about it right now won't have to. For now, folks should, if they want to get ahead of the game, be thinking about cool encounter maps, making a bunch of sketches, and coming up with ideas. Make sure your idea is exciting, clear, and hopefully unique. Those elements have been the strongest criteria for previous map rounds.
If you make it into the top 32+alts, then you need to start worrying about DPI and whatnot. (And I'm sure you can get a lot of advice once that happens. Those technical changes are super fast... clever ideas take much longer.)
Some of the information that we trickled out over the course of the campaign setting was contradictory. Erik's article in Pathfinder #100 aims to shore up some of those instances and clarify some loose ends.
I feel I should also mention...
I entered the contest the first three years and never got close to placing. I submitted items that I thought were good and shiny, but I overlooked some stains and blemishes. I remember being bummed when the results were posted. You kids have it easy with your spreadsheets and data and stuff. ;)
So I feel you.
I also kept at writing and putting my self out there. I know that not everyone who enters this contest wants to be a freelancer, but for those of you that want to be a freelancer, don't let this contest be a reason you stop trying. Get out there and find other contests, find publishers that have open calls or accept pitches.
Mikko Kallio wrote:
Personally, I always turn over work that is both properly formatted and represents my best ideas (and conforms to the publisher's requirements). Which is--I firmly believe--the main reason why Paizo keeps offering me more work. (Devs, correct me if I'm wrong.)
You're not wrong. :)
They are a 0-HD race, which only means "playable" if your GM allows it. They are as playable as svirfneblin, trox, strix, or, as Axial mentioned, drow nobles. They are intentionally more robust than the races in the Core Rulebook. When you grow up sailing the Sightless Sea, as your ancestors have for ages, you tend to end up pretty badass.
Oh, I'm not opposed to their usage and I have enjoyed the usability of them in some of the PDFs I've read that included them, but we at Paizo don't do that, and when I'm looking for potential writers, I like seeing people do things in Paizo styles. The further people stray from our styles, the harder I have to work in development.
There have been a saddening number of entries so far this year that make it clear that the entrants didn't completely read the rules of the contest. If your entry was over wordcount, it will be disqualified.
I really hate to be the one to say that, because I want everyone to kick as much ass in this competition as possible. While you may be out of luck this time around, I hope you try again next season.
How come the participants from the Top 8 who did not win are barred from competing the following year?
John Bennett wrote:
Mikko brings up a good point- as a freelancer, you're generally aware of a product before its announced by the publisher, so don't make the mistake of letting the cat of the bag before the publisher announces it.
This is a GREAT point. We typically have very careful plans for when and how we announce particular products, and we'd be pretty frustrated if a freelancer scooped that announcement.
To add to what Owen said, restricting yourself to a certain set of material isn't necessarily a bad thing. I feel that it promotes more creative thinking and less "rules shopping." I first started freelancing in the tail end of the the 3.5 days, and then when doing things for 3rd party publishers you had a much smaller number of open products than we provide these days, so my brain shifted from thinking about designing rules with all the things I used as a GM to focusing on the core and building new ideas from there. It was frustrating at first, but I like what it did to my perspective both in my daily work and at the table.
Jim Groves wrote:
These guys are chewing the meat, crunching the bones, and sucking the marrow out of this adventure path!
Marco Massoudi wrote:
The Player's Guide, barring any technological hiccups, should be out next week. I always aim to get the Guide out as close to as when subscribers start getting PDF access, which often happens to be a week or two before street date.
Tabletop Prophet wrote:
Evil characters? Is there going to be an official Evil AP? If so, where was I when that news dropped?
Announced at PaizoCon a couple months ago was Hell's Vengeance, the Adventure Path following Hell's Rebels. While the AP doesn't have its own messageboard section yet, there has been some discussion on this thread (as well as a few others in the Adventure Path section of the messageboards). The first volume should be out in February 2016. Come be evil!
Lord Snow wrote:
We are going to be announcing the Adventure Path that follows Hell's Vengeance at the Adventure Path Q & A panel on Friday the 31st.
You are correct, though they're technically "quasi-iconics" since they don't meet 100% of the criteria for being full iconics.
Liz Courts wrote:
*points to every Adventure Path Player's Guide I've worked on*
*and taken art and editor and web team resources to provide for free*
Crispy Gnoll Fajitas wrote:
Our iconics are not just folks we've represented in art a few times (like the antipaladin and a couple of tiefling ladies from a few Player Companions and maybe an assimar we've shown more than once). They need to fit into a few categories: Iconics need to be base classes, illustrated by Wayne Reynolds, have a backstory on our blog, and serve as visual placeholders for the heroes that everyone brings to the game as their characters.
These new characters won't fit all of those roles, and are more akin to quasi-iconics because of that.
... But I'm getting off topic talking about this in the product thread for the first volume of the Adventure Path that doesn't present these characters.
But aren't you excited to see these new devious bastards? ;)
(And thanks for always being there to help with good answers like the ever-present antipaladin iconic status.)