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Alurad Sorizan

magnuskn's page

Pathfinder Adventure Path Subscriber. 7,092 posts (7,094 including aliases). No reviews. No lists. No wishlists. 1 alias.


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ckdragons wrote:
The GM has the final say as to how much downtime is available in any book; setting the pacing for their group. The 2 campaigns I've run and one that I'm currently running (Carrion Crown, Rise of the Runelords, and Shattered Star [current]) didn't have specific time tables that indicated that "incident-x" happens 3 days after the conclusion of the previous situation.

Pretty bad examples. Carrion Crown has you pursuieng a consistent enemy. RotRL has almost always a hint at the end of a single adventure that bad stuff is going down and the PC's better snap to it to prevent it from happening/continueing.


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The absurdity of some rules for certain (that a lvl 20 anything can survive a fall of 10 kilometres, dust himself off and just walk away comes to mind).

But also that the very structure of the 20 level system precludes a lot of stories from being told and also forces stories always into certain pathways for a campaign to work.


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Ultimate Power (with artwork by Greg Land :p), which is about how to make a successful high-level campaign and deal with other balancing problems, like too many players. That would be nice.


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Well, we already had a "Paizo needs to write a "How To Deal With High-Power Games/High Levels" book" thread a few months in the past. With ever more exotic hardcovers coming out now, maybe there is space for such a book. Maybe in two years, when the last drops are squeezed out of this edition of the game. ^^


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Mark Seifter wrote:
magnuskn wrote:
Yeah, it definitely is, although I still question the last section of it, where you need to trade enhancement bonuses on weapons and armor for special properties. I'd rather have had more costly special properties instead of having players lose out on those enhancement bonuses.
Me too; it's simple and it works for what it does (with some intriguing effects on encouraging lots of niche low-enhancement weapons like bane), but I still love my original giant math matrix that faithfully duplicates the costs you would need to make them work just like in a normal game (find it here on this blog if interested). I'll definitely use my version when I use ABP, but it has more math involved.

You are the best. Thanks! :)


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Ashiel wrote:
Klara Meison wrote:
Wrath of the Righteous:"Huh? Wait, what? Where am I? What am I doing here? Who are you? How did I get here?" "WRONG ANSWER!!!" CHOOO CHOOO CHOO CHOOO
I still intend to run this at some point. I just need to Frankenstien it before I'll do it.

OMG, Ashiel, as a friend to a friend: Don't.

Unless with "Frankenstein it" you mean re-writing the entire mythic rules (or just plain not using them, which would be the best idea). Because if you don't, there will be pain like you've never experienced before as a GM.

But, if you choose this path, my pro-tip for the story: Ditch half the permanent NPC's and make the other half a bit more interesting.


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Yeah, it definitely is, although I still question the last section of it, where you need to trade enhancement bonuses on weapons and armor for special properties. I'd rather have had more costly special properties instead of having players lose out on those enhancement bonuses.

Anyway, since Hell's Rebels is just swimming in money (the WBL levels are off the charts after module one), it'll be interesting to see on how to adjust the AP when I get around to it. Sadly, my group decided that they preferred Reign of Winter for their next campaign. That's what I get for trying democracy at my table. :p


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Arcane Savant still is a very good prestige class for such a build. Aside from letting you use your own CL for spells on a scroll (which is super-duper good already), you get to choose spells from other caster lists to add to your own (ever wanted to cast Heal as a Wizard?) and also allows you to take ten on UMD and also Spellcraft. AND you get a bonus equal to your class level in the PrC on those two checks. All for the low cost of one caster level.


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Axial wrote:
** spoiler omitted **

If he is anything like Nocticula, he'll kick anybodies ass to the Abyss and back to Hell. Well, except high-level hier tier mythic characters, because those are totally OP.

Although Nocticula could probably still take them. :p


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Gorbacz wrote:

Extracting anything of note from fiction (which varies greatly in quality) is much more time-and-energy consuming than lifting a statblock or information from a support article. I'm paying stupid big money for my APs, I want my buck to give me a bang, ads and fiction don't give me the bang - I can live with ads (but honestly, print ads in 2016?) but fiction makes me grind my teeth since Burnt Offerings.

If I want to read quality prose, I have a massive backlog of great books from cool authors (including PF Tales!) waiting for me. I don't want to wade through some sometimes stellar, sometimes less so short stories stretchered over 6 months in order to perhaps find some nugget that might be relevant to the game I'm running.

Die, fiction, die.

I hate to say that, because it's Gorbacz, but 100% agreed.


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I am feeling curiously neutral on all of those, except for Ironfang invasion, which I think doesn't sound interesting at all. I hope I am wrong here.

I guess after the awesomeness of Hell's Rebels that I just wanted more of that and the upcoming AP's are definitely not by their description.


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Adam Daigle wrote:
Sub-Creator wrote:
My only disappointment here is that I didn't see Brandon Hodge on the list of authors for Ruins of Azlant, and he has been involved in so much of the Azlanti stuff thus far . . .
Brandon is one of my best friends and we've been playing RPGs together since we were teenagers, so I totally asked him first when I was planning out this AP. Sadly, he didn't have time to be able to pull it off, but he really wanted to be a part of it. That said, I have a really great crew writing this Adventure Path and I couldn't be happier.

He probably doesn't think he can improve on Rasputin Must Die!, anyway, since it is already the best single module published by Paizo, ever. :p I mean, where do you go when you've reached perfection?


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Hm, an Azlant AP. Well, we'll see what kind of story it will tell. Its base premise perks my interest, unlike the Hobgoblin AP, but it could also well turn into Serpent's Skull 2.


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Thomas Seitz wrote:
Funny I ran this with my own home made NPCs...and about half didn't make it. 20th level, 10th tier mythics. They ended up pretty insane and /or dead.

I can pretty say with a good bit of authority that the PC's of my players from Wrath of the Righteous would have torn the officially statted Cthulhu to pieces before he had a chance to act. But let's not derail the whole topic over this.


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Gorbacz wrote:
Werewolf: the Apocalypse says hello.

Eeeeeh, not comparable. First off, Werewolf is a game where often enough you are your own worst enemy (see: Frenzy with human friends around) and, secondly and more importantly, the chance to die is much higher in World of Darkness games and there are no ressurections. Hence you care more about your characters fate than Pathfinder, where after a certain level the question only becomes "can we find a high-level priest now or in the next city?"

Thomas Seitz wrote:
Fear not what you kill, but cannot die.

In Pathfinder, you can punch out Cthulhu and he stays dead. Well, okay, he comes back once and then buggers off to R'lyeh after you put him down the second time. And since mythic enemies are comically underpowered for their CR (against a comparable group of mythic characters at least), it isn't even a very hard fight to begin with.

QuidEst wrote:


There are a few answers in the book.
- Curses that cause you to be pursued by a particular creature. Killing it only buys a little time.
- Several templates that let a monster re-form after death.
- Not in the book, but... use hard-to-kill things with higher CRs?
- Plenty of general advice on setting atmosphere.
- Environmental effects and haunts for things that are difficult to attack directly.

Other than that, things that do unpleasant things upon death are good. Players can also be encouraged to make less murder-focused characters so that things aren't so easy to kill. (Restrictions on certain full BAB and full caster classes, for instance.)

I didn't check the entire monster sections for details, so those type of mechanical solutions are a good step towards solving the problem.

Haunts are normally pretty easy to get by, since a.) they can be noticed pretty easily; b.) have few hitpoints and c.) have terrible initiative, even compared to most Clerics and Oracles. And I really hate that there is no mechanical explanation how people can find out the conditions to permanently lay them to rest (at least not in the AP's I've seen them being used it, i.e. ROTRL and Carrion Crown, nor in the books which explain their mechanics).

The problem with "just use higher CR's" is that this can easily lead to a TPK if one judges even one encounter wrong and secondly, that Pathfinder still is a level-based system the vampire lord who was such a problem five levels ago is now a joke when you meet him again or his twin brother said five levels later.


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I only took a cursory look through the book, but I was specifically looking for an answer to the one question which has always presented the biggest problem with a horror themed campaign for me in Pathfinder "Why fear something you can easily kill?".

The book does not seem to provide any good answer, although it does seem to pose the question at least twice. The best answer it seems to give is that the players need to go along with the ride, but that is an answer which places the entire onus on players suspending their disbelief to a degree which I, personally, find immersion-breaking.


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Samy wrote:
You can, but because the maps were never done at high resolution, they would be really blurry if blown up to 1 inch square scale.

I'm not wanting to derail the topic, but why aren't they?

BTW, anybody know what happened with Game Space? I thought high-def maps were planned for that?


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Absolutely!


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Just pre-ordered this today over Amazon. I won't be using this for a good long while, since I already ran CotCT years ago with forum-made conversions and my second group is now wanting to run Shadowrun for a while... but I wanted this for such a long while, it would be hypocritical to not support this.

Also, Laori deserves it. Second favorite Pathfinder character for me, after Ameiko. :)


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All for more Tian Xia. I miss Ameiko.


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Why, thank you! :) Although I've not stopped checking out the board, I am currently investing my time more in other things. Also, since Mikaze stopped posting, it has been a bit of a de-motivator on that account, too. :(


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To be honest, not very interested in most of these things. Giantslayer was a "traditional AP" and it wasn't well received. This sounds like more of the same.

The three hardcovers don't speak to me, either, unless the Encounter Codex is more of an encounter design book, instead of just a bunch of sample encounters. Horror encounters are iffy with the Pathfinder PC power scale, since monsters you can just smash are not very terrifying.

Strange Aeons is something I *will* get, though. I have the same concerns there, too, though, as with the Horror Adventures book.


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Huh. Wasn't expecting that. At all.

Well, it remains to be seen how it will turn out. But I'm interested!


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Very much later in the campaign, the party starts to find ancestral weapons of the other families and, in the last module, they find the other family seals. Maybe just leave the new character as a non-Amatatsu scion, and instead make him a scion of the Shojinawa, Teikoku, Sugimatu or Higashiyama family? Making scions for the other families is actually an after-the-campaign goal described in book six, so it would fit to start already in the campaign.

Just as an example: You find the naginata of the Sugimatu family at the end of module four, so that would be a good moment to describe a "strange resonance" between it and the character in question.


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ShinHakkaider wrote:
Callous Jack wrote:
Ninja in the Rye wrote:

They ruined Iron Man even harder in the movie than they ever did the comics.

The Civil War comics ruined Stark for me too. It's been years since I read any of it, but his actions and dialogue were so off from what I loved as a kid that I've never picked up an IM comic since.

That's unfortunate because Matt Fraction and Salvador Larroca's run on Iron Man was one of the best in a very long time and it hasn't been as good since they left the title years ago.

I agree though, Millar's Iron Man in Civil War was NOT Tony Stark. He was a fascist dickbag in a Tony Stark suit.

Eeeh, I'd say that Bendis recent work on Iron Man is fantastic, but of course with Bendis it is the complete run which will have to be judged. He has a rather bad tendency of dropped plotlines and meandering.


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Thanks for the box office info, archmagi1.


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The one thing which bugs me is that Tony Stark is the one pushing the registration thing on everybody and nobody thinks to mention that he is the one responsible for Ultron and so maybe is emotionally compromised when making this decision.

@Bjorn: That guy is Thunderbolt Ross. "Needlessly vindictive" is kind of is defining character trait.

I personally don't feel that the final showdown felt forced. Tony has been shown to have issues with his parents death for some time now. Seeing their death of the hand of the guy who did it (even though he was mindcontrolled), together with the recent stress of seeing his best friend get paralyzed and all the other crap going down... I can see how he snapped. Stress accumulates, after all and this was a film about human reactions to bad s##+ happening.


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For ironic reasons I'd support a SD remake. Because I want to see how they improve the s#@~ty elves everybody is still complaining about. ^^


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Yep, high recommendation from me, too. Already saw it twice.


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I'd second that. A lot of sections in those two books (and Ultimate Campaign) already were very helpful. Still, a more GM focused book, as James Jacobs envisions, would be very helpful. As to make it comercially viable, it should probably still include topics of interest to players.

Maybe the sections in such a book could describe solutions for problems for both sides, i.e. GMs *and* players?


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Thank you for speaking up! Combat Manager has been incredibly helpful over the years, so thank you for working on it.


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As the other said, RotRL AE is the best. Kingmaker is okay, because of the extensive sandbox component, but suffers from some pretty serious design flaws, i.e. the kingdom administration rules (as written in the AP, though there is an update to them in Ultimate Campaign which is better) are unbalanced, the early modules suffer from "one encounter per day" syndrome really badly and the last module is almost completely disconnected from the earlier modules (but would have made an awesome last module for a fey centered campaign).


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QuidEst wrote:
magnuskn wrote:
Mark Seifter wrote:
Milo v3 wrote:
I can't believe the vigilante doesn't have Knowledge (Nobility) as a class skill, but they have Engineering and Dungeoneering.... that's just ridiculous when social identity is assumed to be something like nobility and even the iconic is an aristocrat. Hope this get's errata'd
I'm looking into the possibility of launching the Ultimate Intrigue FAQ page with several FAQs like we did with Occult just after launch, and this is on my list of possibilities for that. No guarantees, but stay tuned!
Would it also be possible to look into getting Acrobatics on the Ranger class skill list via FAQ? It is ridiculous that Rangers don't know how to properly jump, but Barbarians sure do.
That doesn't have anything to do with Ultimate Intrigue, though, and this many years in is a little late.

Since Mark is obviously reading this thread and talked about the class skill list of the Vigilante, it seemed a good place to bring it up. After all, if nobody talks about it, the devs won't notice a demand for FAQ. Hell, Mark was surprised that people were confused about Mind Blank/True Seeing, because while there have been multiple threads about the topic in the past, nobody pressed the FAQ button.


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Mark Seifter wrote:
Milo v3 wrote:
I can't believe the vigilante doesn't have Knowledge (Nobility) as a class skill, but they have Engineering and Dungeoneering.... that's just ridiculous when social identity is assumed to be something like nobility and even the iconic is an aristocrat. Hope this get's errata'd
I'm looking into the possibility of launching the Ultimate Intrigue FAQ page with several FAQs like we did with Occult just after launch, and this is on my list of possibilities for that. No guarantees, but stay tuned!

Would it also be possible to look into getting Acrobatics on the Ranger class skill list via FAQ? It is ridiculous that Rangers don't know how to properly jump, but Barbarians sure do.


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Yes, while the new classes, spells and feats are integrated quite well into the new material, sometimes they interact a bit oddly with the older material.


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What Aranna said and SheepishEidolon said. Also, time and energy for preparation are important, since that will be a lot of your GM'ing duty. There are weeks where I only spend 15 minutes on preparation for the weekly session, but that is because I am investing two or more hours in other weeks. And since I GM two groups, that is two times of that preparation.

And I am using adventure paths. If you are doing a homebrewn campaign, expect your workload to at least triple.


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shadram wrote:
A lot of this seems like it would fit in with an Unchained style book: shortcuts, tips, possibly tweaked rules for making this stuff easier. Where Unchained went to great lengths to detail building monsters in a simpler way, perhaps its sequel (if they consider doing one) could contain the advice for hacking adventures for different party sizes, power levels, etc, and an easier way of tracking the multitude of buffs at high level?

I agree, this could be part of an unchained book. Although the first one was mostly about rules variants, so maybe not, too.


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Well, I've had a lot of near misses turning into hits over the last half year, so I guess it's more of a topic with me.

Still, it's the kind of advice which should go into a GM help book. :)


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Mark Seifter wrote:
magnuskn wrote:
Modifier juggling seems to be the thing which brings a lot of really experienced players to a screeching halt when playing their turn. If there are good tips to be had on that topic, it should go into a book like this.

My #1 trick for modifier juggling is based on a computer science principle called "lazy evaluation". It works like this.

Situation: We are at level 12, and everyone needs to make a DC 30 Fortitude saving throw against an evil screech or be stunned.

Fighter rolls an 18. We know his bonus is enough. He succeeds. Wizard rolls a 3. We know he won't have a +27. He fails. Cleric rolls a 12. With +8 base, +3 Con, and +4 cloak, that's 27, which is close, so now we start hunting other bonuses. Did you remember prayer? What about heroism? OK with both of those you made it.

Well, saves are less of a problem than attack roll modifiers. With three characters capable of buffing, the players in my Jade Regent group have to content each round with a mixture of Good Hope, Inspire Courage, Haste, Blessing of Fervor, other possible buffs and whatever else their own character can produce. My other group is much the same. The "lazy evaluation" method works half of the time, but the other half is really annoying, even to me, since if a miss sounds near enough to the players, they often begin to recalculate if they forgot a bonus or another.


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Modifier juggling seems to be the thing which brings a lot of really experienced players to a screeching halt when playing their turn. If there are good tips to be had on that topic, it should go into a book like this.


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I would also be open to a book which is 75% GM advice, but 25% player material, so that the book gets made and sells sufficiently. High-level player content seems something I've seen people ask for, so maybe two needs can be adressed at the same time.


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I'll wait for my first read-through until I either got the physical copy or my new larger 27' monitor, which I can also rotate sideways 90 degrees. But what I am reading here sounds very, very good indeed.


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Well, nothing to say against that. If we want a hardcover like Ultimate Campaign and the Gamemastery Guide, it will have to be filled with content. :)


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It's a magnificent work of art.

The... picture. I mean.


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The gentleman on page four seems rather fascinated with Jirelles derriere. ^^


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Every GM knows the situation: Suddenly you have another player or two. Or maybe one of the player leaves, leaving your group understaffed. Or one of the players of your four player group has built a truly optimized character and suddenly the other three players feel useless.

How do you best adjust the adventure path or your homebrewn adventure with those and many of the other common problems cropping up? Some GM's are able to do this on the fly (and are not shy about pointing that out on this forum). Others struggle mightily and their campaigns suffer.

Some days ago, James Jacobs posted the following:

James Jacobs wrote:
Frankly, a "how to adapt adventures" product is a good idea. A product that helps GMs adjust adventures for more players or to account for new character build options is something I've wanted to do for a LONG LONG LONG time. It'd double down with a "How do you build adventures" handbook and perhaps even a book to help GMs run higher level content, with tips and suggestions for how to keep a game running smoothly at those levels. Unfortunately, I've had no luck (obviously) convincing management that such a book would be a wise idea to put on the schedule, and they are probably right, since a book like this would most likely sell a LOT less than another book filled with character options.

I would like to see this product published. I am quite an experienced gamemaster by now after 15 years of doing the job, but I still struggle to adapt pre-existing material to my six-player group. I feel high-level content has its constant problems and I'd love to see what Paizo's take on the issue is. I still think I can learn from others and get better at what I've been doing for years.

I also hope that a book like this will get more people into GM'ing and, hence, more people into Pathfinder. I think it is way more necessary than Paizo management thinks, because I still remember how many of my past campaigns smashed into hard obstacles because I didn't have good advice back then how to adjust for unusual circumstances of the many varieties we encounter in our job as gamemasters. Getting good advice on how to GM in unusual circumstances is a crucial part of getting through some of the harder parts of GM'ing. How many new gamemasters abandon their job because they did not know how to deal with these very common problems? How many new players left the game because their groups disbanded because of inexperienced gamemasters?

So, if you support the idea of this book getting published, voice your support and get managements attention.

If you don't want this book or think it is unnecessary, please refrain from threadcrapping. There are more than enough books for player options getting published each month, so one book of GM advice can't be such a detriment to your enjoyment, even if you think you already know better about everything that is going to be in this book or just personally never GM.


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There are quite a few spells which are basically "too good" and most of them come from Ultimate Magic, like Ear-Piercing Scream.

But it's not the d6 which makes Ear-Piercing Scream so good but the secondary effect of dazing your target.

Most of those "too good" spells from UM either have a really good secondary effect or still screw over the target if it makes it save, like Terrible Remorse, Icy Prison or Prediction of Failure.


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James Jacobs wrote:
Been doing that on and off for many, many years. What would REALLY help would be if the customer base were vocal about wanting a book.

Well, if it helps, I'd happily open a thread. Which forum would be the best for that? I'm not sure any developer even reads the suggestions forum, since it also is the houserules forum.


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James Jacobs wrote:
magnuskn wrote:
The book would be more of a GM book, that is for sure, and I'd be sure to get it ASAP. Given the niche books you guys are putting out sometimes (Arcane Anthology comes to mind), I wonder why writing a book like this would seem so daunting to management. The Gamemastery Guide was also mostly an advice book, after all.
Arcane Anthology is in the "niche" of a "book that provides players with more options." As far as our sales can tell, that niche appeals to a HUGE number of players, whereas a book about GM advice would appeal to a fraction of probably 1/5 of the total base (GMs who aren't too proud to learn more about GMing).

Okay, understandable. However, I still say you can pitch this to management as "a book to help new and experienced GM's". Especially since without GM's, there is no game. The Gamemastery Guide got made, too, after all.

Sometimes a book is simply needed, even if it ain't as economically feasible than a "big book of feats and spells".


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James Jacobs wrote:

Frankly, a "how to adapt adventures" product is a good idea. A product that helps GMs adjust adventures for more players or to account for new character build options is something I've wanted to do for a LONG LONG LONG time. It'd double down with a "How do you build adventures" handbook and perhaps even a book to help GMs run higher level content, with tips and suggestions for how to keep a game running smoothly at those levels. Unfortunately, I've had no luck (obviously) convincing management that such a book would be a wise idea to put on the schedule, and they are probably right, since a book like this would most likely sell a LOT less than another book filled with character options.

ALL of that sort of advice is more or less "not feasible' to put into an adventure. We're able to build the adventures we do in the way we do BECAUSE we have a GM on team with the writer, developer, editor, artists, and art director. All of those roles are required to present an adventure to a group of players. We do what we can to make the GM's job easier, but it's still going to be tough and still going to require work on your part to customize to your game. Adding in customized "here's how" sidebars in adventures would crowd out pages and pages of content, and seeing how folks are already pretty eager to freak out whenever they imagine we're "robbing them" of content by doing something like running with a larger font size or putting ads in the book or including additional support articles... I'm confident that spending several pages overall on tips to adjust adventures for size or options would NOT be popular.

The book would be more of a GM book, that is for sure, and I'd be sure to get it ASAP. Given the niche books you guys are putting out sometimes (Arcane Anthology comes to mind), I wonder why writing a book like this would seem so daunting to management. The Gamemastery Guide was also mostly an advice book, after all.

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