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Vic Wertz

Vic Wertz's page

Chief Technical Officer. 18,534 posts. 2 reviews. No lists. No wishlists.


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Paizo Employee Chief Technical Officer

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Throknor wrote:

Actually, virtually every company will give you notice when the system prints a shipping label. But as they ship every day it is pretty much the same day it leaves their facility. The difference here is that Paizo does hundreds of picks and shipment labels in one day, but their shippers probably simply grab from the pile whatever they can fit on the truck for one day.

Hopefully as they grow their next building will include a proper dock and they can just call up FedEx or USPS and say 'Hey, next Tuesday bring a real truck'. But for now we can just hope their printer doesn't screw up immediately before GenCon again.

We have a large warehouse with multiple "proper" docks—that's not the issue here. The main issue is optimizing throughput, so we split things into two groups—a "label run", which covers all of the shipments that many people have in common, and a "pick and pack" run, which involves all of the unusual orders that don't benefit from bulk processing. So in one part of the warehouse we have workers assembling the latter group package by package, while in another part of the warehouse we have machines cranking out thousands and thousands of labels while workers pack thousands and thousands of identical boxes or envelopes, place labels on them, and put them into shipping bins for those trucks. Labels come out far faster than boxes can be packed—it takes a day or two to generate the labels, but it takes many days to process them, meaning a package could actually take a few days to leave the building after the system has processed the shipment, so we provide a wide shipping window to cover that range. It's a worst-case estimate—most packages will actually leave the building well before that window closes.

Paizo Employee Chief Technical Officer

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Lissa Guillet wrote:
I also feel bad for kids that didn't get steak fingers grown' up.

Someone has misled you terribly on the topic of bovine anatomy.

Paizo Employee Chief Technical Officer

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Still waiting on color-matching. Sorry!

Paizo Employee Chief Technical Officer

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Sebastian Hirsch wrote:

I supported the recent legendary gamess mythic kickstarter, and the plan seems to be to send out the pdfs to us, then gather the feedback to fix every typo and only then send it to the printer.

I appreciate, that this might cause some trouble with retail, but would this be an option you would be willing to experiment with?

Crowdsourcing development and editing come with their own problems. Yes, you will probably catch and fix more mistakes, but the in-house effort spent to find each issue will be significantly higher. Let me give you a small-scale example:

Whenever we prepare to reprint a book, we have somebody—usually Jason—scan the FAQ queue and go through the main discussion threads for that product looking for things that need to be fixed. This is a process that might take a few days. Then, he and his team work on solving those problems if they haven't already been solved. During this process, they will also be investigating problem reports that are actually false positives; for example, somebody might have complained that a number in a stat block is wrong, but when we redo the math, we often find that we were right in the first place. This might take another few days. At the end of it, we have a list of changes that then go through editing, layout, and proofing, meaning more people spending more days. And the end result of that work gets summed up in an errata doc that's usually less than a page or two. In short, many man-hours of effort that result in maybe a dozen little changes.

Now image that we do that as an open call. Our days would turn into weeks, and maybe our errata doc would grow from a dozen items to two dozen, with each of the additional items very likely being far less noticeable than the previous dozen. It's the law of diminishing returns.

And crowdsourcing still won't catch everything. We're in our 6th printing of the Core Rulebook now, and in each printing, we've made corrections in response to our community identifying problems, which is a pretty similar effect to the crowdsourcing you describe. An amazingly high number of people have been using that book every day—it's referenced far more that any other book players use, for sure—yet we're *still* finding problems that nobody pointed out in the first five years the book was out.

Paizo Employee Chief Technical Officer

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Captain Bulldozer wrote:
Captain Bulldozer wrote:
Or even better, paizo could make a symbol to always represent the AD#, the way MtG invented the "tap" symbol, and use it as often as it needs to (which is quite a bit).
Wouldn't this idea also save quite a bit of text-space on the actual cards? Am I allowed to like my own idea? ;)

"Symbols vs. words" is a big philosophical deal, and we have elected to go for words in our version of this game.

Paizo Employee Chief Technical Officer

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csouth154 wrote:
Yes, but the entire reason this resolution was required in the first place is that there is something about this scenario rule that confused many people into thinking that their hand size COULD exceed the normal limit in this scenario, and the way this resolution is worded does nothing to address this.

Yes—the thing that confused people into thinking that their hand size could exceed the normal limit is because we specifically *told them* it was equal to a number that could be greater than their hand size. We're not telling them that anymore, and nothing else is.

Would putting more words on the card make it a belt-and-suspenders surety? Yep. But we don't have room for that.

Paizo Employee Chief Technical Officer

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Discussion of the 1st Amendment is banned on these boards. Thread locked.

Spoiler:
Kidding! Just kidding!

Paizo Employee Chief Technical Officer

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Hawkmoon269 wrote:
So if Hirgenzosk was in a location deck and you encountered him and played Disintegrate and rolled above a 30, he'd still be undefeated. But Disintegrate would kick in and let you banish him instead of shuffling him back into the location deck.

Nope. Disintegrate says "If you defeat a non-villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated," but Hirgenzosk says "If Hirgenzosk would be defeated, he is undefeated," not "If Hirgenzosk is defeated, he is undefeated."

We use "would" when we're talking about things that don't actually happen. Take Greater Luckstone from RotR: "If you would fail a check by 2 or less, you may bury this card to succeed." Clearly, when you play that card, you don't fail and then succeed—you simply succeed. That's the power of would.

Since Hirgenzosk is never *actually* defeated, Disintegrate doesn't get to banish him.

Paizo Employee Chief Technical Officer

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Thehigher cause wrote:
Nicos wrote:
Personally I can't honestly recommend buying the physical copy, not until a second printing with all the Erratas.
I agree 100%

Ironically, every person who takes that stance actually delays the publication of the second printing... and if enough people were to do that, there would *be* no second printing.

Paizo Employee Chief Technical Officer

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We do print fewer copies of the later volumes of each AP. Also, distributors sometimes make unpredictable purchases, sometime even ordering more copies of later volumes than they did of earlier volumes.

Paizo Employee Chief Technical Officer

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Added one item to the FAQ.

Paizo Employee Chief Technical Officer

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chbgraphicarts wrote:
10) The fact that the exact nature and obstacles of the Test of the Starstone is ambiguous, thus letting me imagine that Cayden Cailean achieved Godhood by soloing the Tomb of Horrors while drunk.

I read that as soiling the Tomb of Horrors while drunk. Which, you know, seems likely.

Paizo Employee Chief Technical Officer

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BigDTBone wrote:
(1) it didn't get fixed.

Yes, it did. We fixed the ligature problems in the PDF on July 30, 2010, and in a print edition released July 21, 2011.

Paizo Employee Chief Technical Officer

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We will be publishing a "how to make and run this demo" document very soon, and it'll include all the necessary modifications to the list Mike gave you. In the meantime, just pick a card of the same type with the Basic trait.

Paizo Employee Chief Technical Officer

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I would like to be clear that we do try to avoid saying *never*. When we did the Rise of the Runelords anniversary edition, we said that it was a special circumstance—an exception to the rule—but we haven't said that there will definitely never ever be another exception. But it took 5 years to do the first one, and it's been a few years since that came out, and we're not working on one now.

Paizo Employee Chief Technical Officer

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Redacted [on telephone]: Kate, I really appreciate that you want to name your child after me—really, it's quite flattering—but you know that if you don't go with something like Philip, Edward, or Charles, there's going to be trouble. If it's a boy, of course. If it's a girl, though, you could certainly go with Victoria—that would be quite nice, and nobody would catch on to who she's really named after. Either way, just you suggesting it is quite the honor, though. Anyway, please give my best to William and little George, and of course hugs to Gramma Liz! Ta!

Paizo Employee Chief Technical Officer

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There are many misconceptions about the OGL and it's applicability to computer games in this thread.

First, the d20 license and the OGL are two different things. The OGL covers game mechanics and other open game content, while the d20 license was primarily a license to use Wizards of the Coast's d20 *brand*. You could not make a computer game using the d20 license because it specifically forbid the creation of "Interactive Games." These days, that's a moot point: Wizards of the Coast apparently no longer offers the d20 license.

The OGL—which is the license that we actually care about for this discussion—does *not* limit the types of media with which it may be used. However, it does contain this sentence: "No other terms or conditions may be applied to any Open Game Content distributed using this License."

A lot of software (but by no means all of it) involves middleware licenses or other mandated licensing terms that may collide rather badly with this statement. Determining exactly when that restriction might apply to a particular middleware or distribution license is a potential minefield, and a situation that Paizo has generally chosen to avoid.

That said, even if we knew we *could* convert the Pathfinder RPG rules directly into an MMO, we really wouldn't want to. There are basic mechanics that are essential to the RPG that just don't translate to the MMO environment, such as six-second combat rounds (combat in less than real time would make for an incredibly frustrating experience in an MMO) and gaining experience and leveling up your character (diehard players would run through so many encounters so fast that they'd hit level 20 in a matter of days, effectively running themselves out of character advancement options in no time). And those are just two problems of many.

Paizo Employee Chief Technical Officer

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The two main negative effects of that idea are that 1) It would delay those orders from getting fulfilled (which is a problem if the note says "please make sure this ships in time for my cousin's birthday!") and 2) it would create a second queue that would allow people who have placed orders to get ahead of everyone else, which is not necessarily fair.

Paizo Employee Chief Technical Officer

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Fire on boats is nasty. Just saying.

Paizo Employee Chief Technical Officer

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SilentInfinity wrote:
Good career path and plan. Also good to see Paizo value the experience and promote up!

Other Paizo employees who escaped Customer Service include sales associate Cosmo Eisele, managing editor James Sutter, and COO Jeff Alvarez.

Paizo Employee Chief Technical Officer

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Sir_Snifty wrote:

Also, speaking of the get-go, I was hoping that the freshness of your design tenure might make you a little more aware of something I've been curious about. Before I got into Pathfinder or TTRPGs at all, I was pretty big on MtG, and accordingly followed their design processes as best I could, too; not a difficult task, as their Lead Designer, Mark Rosewater, is a nigh-ceaseless source of game design insight. The thing that stuck with me the most were his discussions on how the MtG design team made a concerted effort to cater parts of their design to each of the different motivational drives that lay behind some of their major player groups (their theory of the Timmy/Johnny/Spike psychographics), knowing that what some of the groups barely find passably interesting might just be THE thing that kept another of the groups invested.

How highly emphasized is the idea of producing 'different material for different appetites' in Paizo design philosophy, have you found? If it's common, is it formalized at all, or is it more of a general notion? I love the wide range of ideas that see print, so I'm curious as to some of the framework behind it all. : )

I know this is an Ask Mark thread and not an Ask Vic thread, but this is a topic on which I can't stay silent: I have always abhorred categorization of players into groups like that. It seriously pisses me off. Mostly, it's because I think any such categorization relies on gross oversimplification, and when you allow oversimplifications to drive design, the result is that it directly affects how people play, and not always in a good way. It becomes a case of "you get what you measure." Worst case, when people don't fit into your neat little boxes, you end up not having a place for them, and they go away. I resist putting people into boxes even more than I personally resist *fitting* into boxes.

Paizo Employee Chief Technical Officer

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isaic16 wrote:
The suspend card was Ancestral Vision, which was a newer card designed to give a reasonably powered version of Ancestral Recall. The original was printed in Alpha, before anyone understood how powerful card advantage was.

The designers understood card advantage perfectly. What they *didn't* understand was that Magic: The Gathering would become popular enough that anyone's personal universe would encompass more than 1 or 2 copies of any rare card. Remember, there were only about 4000 copies of each rare in the 10-million card limited edition run, and we thought it would take a year or so to sell through that. We honestly thought that rare cards would be scarce enough that most players would never see them all, and—remember that this was just barely at the dawn of the internet—that legends would circulate with secondhand tales at conventions about some guy who claimed to have seen a card that lets you draw three cards, or a card that lets you take another turn. It was a very different world before Unlimited came out. One Time Walk is good, but not broken. 4 Time Walks in a 40-card deck? That's a whole different thing.

Paizo Employee Chief Technical Officer

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Steve Geddes wrote:

I'm thinking of it as a "how to use the CRB" book. Aimed at people moving from the BB to the full game or just people playing the full game who are intimidated/confused/frustrated by the CRB's density. It's definitely not a standalone product (so not a friendly version of core) but rather one to use alongside the PF core.

I haven't actually seen it yet, of course. Nonetheless, that's my impression from what vic and others have said.

That's exactly what it is.

On the topic of "why not just revise the Core Rulebook," the answer is that that task is *far* from simple. There are many, many issues that come into play with that concept, but one of the biggest is that the Core Rulebook is very densely packed, and presenting data in a way that's approachable in the easiest way requires a *lot* of rewriting. Such a re-presentation also requires a lot of space—it would become an impractically large book, and would almost certainly need to be divided into more than one book. And at this point, we'd be so far away from a simple re-presentation of the Core Rulebook that we'd be doing something that many would consider a new edition of the game. And we're just not ready for a new edition yet. (And this is not the place to have that discussion—if you want to talk about that, please find one of the existing threads on that topic.)

Paizo Employee Chief Technical Officer

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Here's what we're going to do:

One of the promo cards for S&S is a blessing, Blessing of Zogmugot. We're going to ship subscribers 1 copy of Blessing of Zogmugot along with *each* subscription shipment from September to January, for a total of 5 copies. This card will not be available through retailers.

Paizo Employee Chief Technical Officer

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There's no need for these to be watermarked; I'll have that removed. (Probably won't happen today.)

Paizo Employee Chief Technical Officer

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Unfortunately, the Pathfinder Adventure Card Game Class Decks, which are required for playing in the Pathfinder Society Adventure Card Guild Organized Play program, have suffered a major delay at the printer, and the new retail release date for the Class Decks will be September 24. As a result, the Adventure Card Guild retail launch is delayed to the same date. We will be launching with seven scenarios on that date, including the first scenario to use Adventure Deck 2, which will also be released that day.

Shortly before the launch, we’ll be releasing a brand-new scenario to stores that can be played with just the Skull & Shackles Base Set. For this special scenario, players can build characters from the Base Set or Character Add-On Deck, and upon completing it, they’ll each receive a free deck upgrade for the first Adventure Card Guild character they bring to launch day. We'll provide more information about that as we draw closer to the launch date.

Please make sure you download the Pathfinder Society Adventure Card Guild Guide to Organized Play as soon as you get a chance to learn everything you need to know about running and playing in a PFSACG event.

Paizo Employee Chief Technical Officer

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Hawkmoon269 wrote:

I'm pretty sure the people that got the $10 store credit were the people that had their orders finalized on August 7th. Those people had their credit cards charged that day, even though their order didn't ship until the 22nd. And they also couldn't undo the charges for the character add-on deck and the cost of shipping it. So, for that group of people, it seems like Paizo gave them $10 in store credit, plus the guarantee to not charge them for the character add-on deck in September and to not charge them for the cost of shipping the character add-on deck in September.

They are in a worse situation than you or I, who simply had our orders delayed but only paid for what we are being shipped.

This is correct. There is something else I'm working on for *all* subscribers, but I probably won't know until the middle of next week whether or not I can actually pull it off.

Paizo Employee Chief Technical Officer

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MattCaulder wrote:
So, I see the rules about gaining the card upgrade "coupon" but I don't see any such coupon in the guide. Is it up to us to issue/police them?

We'll be creating a PDF package that explains how to create and run the demo using a S&S Base Set. That PDF will include the coupon.

Paizo Employee Chief Technical Officer

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Mike: Yikes! Please don't use the word "Companion."

Paizo Employee Chief Technical Officer

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Also, we have been told that Gen Con will likely be asking several other large companies to do line management in the same fashion as us next year.

Paizo Employee Chief Technical Officer

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You hand size is not intended to exceed your character's printed hand size. We will address in a FAQ.

Paizo Employee Chief Technical Officer

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Orbis Orboros wrote:

Awesome.

This actually shows that I was playing under a misconception. We always played it as giving someone a card made it part of their deck and they gave it back optionally (we always did if they wanted it back) during the trading time; I didn't realize that it went back to them by default.

We don't actually say that in the rulebook; because you can trade freely, and it's a cooperative game, we don't actually need to say it.

We will add it to the Guide, though.

Paizo Employee Chief Technical Officer

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Theryon Stormrune wrote:
Organized play isn't designed for home use or solo use. They will sell the scenarios to customers after a month's worth, but it is designed to be played at a retail location. Believe me that they want us to support our local retailers.

We do want you to support your local retailers, but we very much kept home and convention play in mind as well as retail when we designed the OP program. While retailers will get to experience things first, I'm very commented to ensuring that if you're playing at home, you're not getting a lesser experience.

Paizo Employee Chief Technical Officer

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Steve Geddes wrote:
...Paizo's subscriptions offer various stated benefits and that isn't what everyone is looking for. They've repeatedly stressed that they don't mind what distribution channel you use - paizo want and expect people to make whatever decision is best for their personal situation.

Yep. I'll even say it this way: If having a subscription with us makes you unhappy, I don't want you to have a subscription with us. But we can't undercut our retailers, we can't lose money on shipping, and we can't promise that you'll have your product before the retail release date (though most customers in the US usually will). We offer what we can offer; if somebody else is able to offer you something that works better for you, please take them up on it.

I just want you to be informed about your choices. And to that end, I need to point out that for S&S, we have created 12 promo cards (counting Ranzak as 1 card for this purpose). At this time, only 7 of them are scheduled for retail distribution (or 8—Ranzak again—if your retailer participated in Free RPG day).

Paizo Employee Chief Technical Officer

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Encounters happen where the characters are. (Take, for example, encountering a summoned creature—you know that the creature isn't part of the location deck, yet I bet you that virtually everyone knows they're supposed to apply the "at this location" powers from your location to that encounter without thinking twice about it...)

Paizo Employee Chief Technical Officer

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Right now we're in a bit of a holding pattern as we try and figure out when retailers might get the Class Decks, as we can't launch OP until then. We'll send word to the retailers who have signed up as soon as we figure that out. Until then, just make sure you read through the Guide to Organized Play.

Paizo Employee Chief Technical Officer

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I've figured out what all the things are. We'll have different packages for people looking to add to their first printing products and for those looking to update their second printing products. Drive-Thru has already color-matched the backs for the 1st printing stuff, and are now just working at color-matching the backs to the 2nd printing, and then we'll be good to go.

Paizo Employee Chief Technical Officer

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I'd just like to be clear that we have *never* said that subscribers will receive products before the street dates. There are just too many logistical issues involved there, so it's not something we're ever going to promise. Our goal, however, is that most US subscribers will have their shipments prior to the retail release, and that is a goal that we succeed at way more often than not. But if that's your key reason for subscribing, please realize that while we will often satisfy that desire, we sometimes will not.

Also, as far as I've been able to determine, distributors have not been shipped any Class Decks or Add-On Decks either, and I suspect that the September 3 Class Deck release date (and the launch of our retail OP program) will be pushed back further.

Paizo Employee Chief Technical Officer

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The Class Decks and Add-On Decks were drop-shipped from the printer and arrived at Gen Con just as the floor opened. I was quite surprised to see them, frankly. It was a relief, and at the time, I thought that was a good sign that they'd be waiting in our warehouse when we got back from the show.

We have never had any Class Decks or Add-On Decks in our Seattle warehouse. I don't even have a sample copy of any of them at my desk. Now the question is whether our first shipment of them will arrive from the printer before or after our truck carrying the leftovers from Gen Con turns up later this week.

Paizo Employee Chief Technical Officer

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pluvia33 wrote:

Thank you for the explanation, Vic.

Just as a suggestion, if organized play is pushed back to a later date, do you think the release schedule might be able to be changed to 2 scenarios a week until things are caught up instead of releasing 5+ scenarios week-one? 4 scenarios already seems like a ton of content to get through in addition to trying to play the regular adventure path content for S&S.

No matter the schedule, it's going to be the same number of scenarios. Front-loading it allows for greater flexibility, though—people who *can* fit in 3 or 4 scenarios a week will be able to catch up faster than if we limit them to 2. And I'm sure anybody running a convention in early September would prefer to have as many as they can get.

Paizo Employee Chief Technical Officer

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[reposted from here]

The reason for the lack of communication is that we didn't have even the most basic answers.

So let me tell you how everything was supposed to work. We turned the files for Skull & Shackles and the Class Decks a couple of months ago, and everything was supposed to be printed and in our warehouse by mid-July so that we could ship them to distributors, to subscribers, and to Gen Con so that as many people as possible would have everything in time for the August 14 release date.

In early July, it became apparent that that wasn't going to happen, and we believed everything was running about two weeks late, so we made other plans. Instead of having everything come to our warehouse, we would have the printer ship directly to distributors, to subscribers, and to Gen Con, and everything would still be fine.

Towards the end of July, it became apparent that the things were coming out of the printer much slower than originally anticipated, so we would have to do an early set of shipments and a late set of shipments, but we believed that the early set of shipments would cover subscribers and Gen Con and allow us to ship distributors about half of their orders with the other half following in a couple weeks. And we still thought that first shipment would happen in the first weeks of August. We didn't communicate any of this because things like this happen *all the time*. There's always something—delays at the printer, delays in customs, trucks full of product catching on fire, you name it—and we usually work around it just fine.

In early August, we found out about the problem with the Class Decks, and posted a blog about it the very next day; at that time, we didn't realize that the problem extended to the Add-On Decks. At that point, we were telling the printer things like "as soon as you finish this many decks, send this many here, this many there, and that many there." The Monday before Gen Con, we finally got the S&S Base Set in our warehouse. And then Thursday, at Gen Con, I saw the Class Decks and the Add-on Decks for the first time. At that time, I believed that they were also just about to arrive in our Seattle warehouse, and every day since then, we've been expecting them. Well, they're still not here.

So the reason we didn't communicate with you last week is that we were trying to figure out what the status was—is stuff *really* arriving tomorrow?—and it wasn't until mid-week that we decided we needed to start acting like things *aren't* going to show up tomorrow. From there, we had to pull in a lot of people to solve the problem. How do we deal with these orders that have already been partially processed? We needed the tech team to tell us what they can and can't do given the technology and the limited time and we needed the finance team to get some questions answered by our credit card processor before we could even finalize a plan. So our plan came together at the end of last week. Then we had to figure out how to communicate it to the people who are affected by it. That involves coming up with multiple emails, because there are a couple of different situations, and coming up with multiple reports that ensure the right email is sent to the each person affected. It's a big deal, with a lot of moving parts, and it's taking a lot of people's time and effort behind the scenes, and even now, we still don't know when the missing product will turn up. Right now, we are focused on getting the word out, and make sure we can make everything as painless as possible for everyone. And then we'll be having a serious talk with the printer to make sure that this doesn't happen again six months from now.

I'm really sorry that people have been inconvenienced. Believe me, there's nobody on the planet less happy about this situation than I am. But please be aware that we are doing everything we can to make sure that people get their products as quickly as we can get them to them, and with as little frustration on your part as we can manage at this point. We really appreciate your patience.

Paizo Employee Chief Technical Officer

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The reason for the lack of communication is that we didn't have even the most basic answers.

So let me tell you how everything was supposed to work. We turned the files for Skull & Shackles and the Class Decks a couple of months ago, and everything was supposed to be printed and in our warehouse by mid-July so that we could ship them to distributors, to subscribers, and to Gen Con so that as many people as possible would have everything in time for the August 14 release date.

In early July, it became apparent that that wasn't going to happen, and we believed everything was running about two weeks late, so we made other plans. Instead of having everything come to our warehouse, we would have the printer ship directly to distributors, to subscribers, and to Gen Con, and everything would still be fine.

Towards the end of July, it became apparent that the things were coming out of the printer much slower than originally anticipated, so we would have to do an early set of shipments and a late set of shipments, but we believed that the early set of shipments would cover subscribers and Gen Con and allow us to ship distributors about half of their orders with the other half following in a couple weeks. And we still thought that first shipment would happen in the first weeks of August. We didn't communicate any of this because things like this happen *all the time*. There's always something—delays at the printer, delays in customs, trucks full of product catching on fire, you name it—and we usually work around it just fine.

In early August, we found out about the problem with the Class Decks, and posted a blog about it the very next day; at that time, we didn't realize that the problem extended to the Add-On Decks. At that point, we were telling the printer things like "as soon as you finish this many decks, send this many here, this many there, and that many there." The Monday before Gen Con, we finally got the S&S Base Set in our warehouse. And then Thursday, at Gen Con, I saw the Class Decks and the Add-on Decks for the first time. At that time, I believed that they were also just about to arrive in our Seattle warehouse, and every day since then, we've been expecting them. Well, they're still not here.

So the reason we didn't communicate with you last week is that we were trying to figure out what the status was—is stuff *really* arriving tomorrow?—and it wasn't until mid-week that we decided we needed to start acting like things *aren't* going to show up tomorrow. From there, we had to pull in a lot of people to solve the problem. How do we deal with these orders that have already been partially processed? We needed the tech team to tell us what they can and can't do given the technology and the limited time and we needed the finance team to get some questions answered by our credit card processor before we could even finalize a plan. So our plan came together at the end of last week. Then we had to figure out how to communicate it to the people who are affected by it. That involves coming up with multiple emails, because there are a couple of different situations, and coming up with multiple reports that ensure the right email is sent to the each person affected. It's a big deal, with a lot of moving parts, and it's taking a lot of people's time and effort behind the scenes, and even now, we still don't know when the missing product will turn up. Right now, we are focused on getting the word out, and make sure we can make everything as painless as possible for everyone. And then we'll be having a serious talk with the printer to make sure that this doesn't happen again six months from now.

I'm really sorry that people have been inconvenienced. Believe me, there's nobody on the planet less happy about this situation than I am. But please be aware that we are doing everything we can to make sure that people get their products as quickly as we can get them to them, and with as little frustration on your part as we can manage at this point. We really appreciate your patience.

Paizo Employee Chief Technical Officer

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Hawkmoon269 wrote:

In the same blog post, Mike talks about how cards are going to be worded differently in future releases. Impaler of Thorns would now say "For your combat check, reveal this card to use your Strength or Melee skill..."

It is easy for them to update the rulebook, but not so easy to update your cards. And I'm sure they don't intend the new way they are clarifying dice and skills to change anything about how cards in RotR worked before. Either make the "skills & dice" rule the one rule from S&S you don't apply to RotR or treat all your RotR cards that define a check like they say "skill" instead of "die".

That. The new rules aren't intended to change the way anything actually works in any significant way—they're just making things more clear. You'll need to apply a dose of common sense when using new rules with old cards. For example, spells and other cards no longer have a recharge box, so the S&S rules don't tell you how to deal with it, but that doesn't mean you have to pretend it doesn't exist.

Paizo Employee Chief Technical Officer

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Ranzak likes mice. Also, sour pickle juice.

Paizo Employee Chief Technical Officer

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Theryon Stormrune wrote:
I'd recommend that we have a demo to help teach newbies even though it is recommended that people have at least played the game prior. Hint, hint ... can we get the demo (played at GenCon) as an intro to S&S.

Yep—we're working on instructions for that now.

Paizo Employee Chief Technical Officer

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We're planning to release a document that tells you how to build a quick demo using the S&S Base Set.

Paizo Employee Chief Technical Officer

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Gorbacz wrote:
Obsidian, makers of KOTOR, Fallout: New Vegas and Pillars of Eternity + Pathfinder = ?

What chicanery! It's a complete fabrication! Totally Photoshopped! A hoax of the greatest proportions! You're being hornswoggled. Misled! Bamboozled. Duped. Flimflammed! Hoodwinked and defrauded! You have all bought a complete load of codswallop!

Lisa Stevens wrote:

All will be revealed this weekend. Well, maybe not all. :)

Press release tomorrow. More details throughout the weekend. We are talking about more than one type of game. I think you guys will be happy. :)

Btw, they are NOT taking over Pathfinder Online. Let's squash that right now.

-Lisa

Oh. Er... carry on.

Paizo Employee Chief Technical Officer

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Maloo wrote:
The last book before the next edition?

We'll be announcing the next book in the RPG line at Gen Con. (Gasp! Could it really be it a new edition?)

Spoiler:
Nope.

Paizo Employee Chief Technical Officer

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Ok... I think I've answered everything. Feel free to pop back in with more, and if I missed anything, let me know.

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