DarkSavior wrote:
AV impressed the hell out of me as my first AP from Paizo with Foundry support, but Outlaws has done the opposite and now has me on the fence about the quality and worthiness of other APs because of it.
Hello, I'm part of the team that worked on AV! I'm glad you liked our adventure. I wanted to speak up here to clarify on some points of misunderstanding that I noticed in your post and (hopefully) encourage you to continue making use of this content in the places where it can improve your game or save you some time on prep. I certainly don't mean to imply that your review was wrong, unhelpful, or rude- I actually find reading feedback on these modules very helpful when making decisions about how to approach future projects. What I'd like to do is shed some light on aspects of our development that might help to explain the differences you identified and "defend" the work of the Outlaws team a little. At the end of the day, people worked very hard to bring this content to light, and put in far more hard work and love than would have been necessary if they only wanted to bring a "bare minimum" product to market.
The main clarification I want to make here is that the team that made this module is different from the team that made the AV module. That's why you've noticed several procedural and stylistic differences- the teams comprise different people, working with different resources and different priorities.
On the specific points, there were two other things I wanted to raise:
DarkSavior wrote:
Also, several NPCs just aren't there and have to be theatre of the minded.
Both AV and OoA pull from the system compendium for actors, so there should not be a meaningful gap between the two adventures in this regard. It may be that there are small differences due to the personal style of the person responsible, though.
DarkSavior wrote:
Several scenes are missing that would have been useful to have (Longhorn Lounge, Hotfoot Hippodrome, Ryka's Reagents, something for the chase sequence in chapter 2) I had to find or make scenes for all of those.
I do understand why you feel this way, but I'd also like to raise some thoughts that might help you to see behind the curtain on this.
Firstly, with regards to scenes, AV has an obvious edge here- as a megadungeon, almost all of the events of the adventure are going to take place within the same ~13 maps. That resulted in an unusually low number of maps for us to remake, and it meant that- even if they are also unusually large- they always had a source to base our remake on. It's easier to remake a map than to create a new one from scratch, after all. While we did include a new map in one single instance, the graveyard, it's hardly something that AV did in spades- it occurred once across three books.
Perhaps more importantly, though, the graveyard was a combat encounter. In comparison, all of the scenes that you list are non-combat roleplay locations, no different from any of the locations of interest within the town of Otari. We didn't include maps for Wrin's Wonders or Odd Stories, for example, both of which are more appropriate comparisons. We never had a "chase" sequence to convert in AV, but if we did, I don't think that I would have chosen to do it by recreating the entire thing at battlemap scale. The needs of the challenge are not best suited by adding a 5-foot scale gridded map of several city blocks, since it's not a type of gameplay where precise locations are important.
We always need to consider that remaking the maps (and even moreso creating new maps) constitutes a considerable portion of a module's budget. Short of charging more or paying artists less, neither of which are attractive choices, there is a limit to how much artwork can be included. Sometimes, difficult decisions need to be made about which scenes to add and which to leave out. However, in all cases, these are still *extra* scenes- content being added in the conversion that was not present in the original adventure. Even remaking the maps at all is "extra" content.
DarkSavior wrote:
To be perfectly honest in a VTT setting, everything should be there, no theatre of the mind, or very very little. It defeats the purpose of using the VTT and having to do alot of theatre of the mind. It also defeats the purpose of buying he AP from Paizo if I have to still build a bunch of scenes, download music, and build out NPCs defeats especially for $35 per entry. So not only is this a more expensive AP than Abomination Vaults, but its lacking as mentioned above.
I quite strongly disagree with this position, and I'd like to raise some counterpoints. Firstly, I don't agree with the premise- no VTT will completely remove the need for theatre of the mind. Even a CRPG will use abstraction- the Kingmaker video game has an overworld map rather than showing you exploring the world at 1:1 scale, for example. Even if it were possible to completely negate the need for imagination in an RPG, though, I don't think that a VTT that failed to do so would have defeated its purpose. In my opinion, the purpose of a VTT is not to attempt to replace the human imagination. Not even video games or cinema attempt that, after all. I could argue for several other potential uses of a VTT- allowing a game group to continue to play and interact remotely even after they are no longer geographically close to one another, or streamlining the process of playing a mechanically complex system- and I'm sure you would get the idea.
Again, I'm glad that you enjoyed your experience with Abomination Vaults so much, and I'm sorry that you had a negative experience with Outlaws of Alkenstar. Just to close off, I would like to again reiterate that these products were developed by different teams, both of which worked very hard on their modules and which have a lot of varied (and different) talents and specialisations. It may be that what you're identifying as discrepancies could more fairly be ascribed to a personal stylistic preference for the work of one group of individuals over another, rather than an objective difference in quality. Just as an example, I have seen AV be critiqued for not including the nifty "landing page macro" that many of the Sigil APs include. Perhaps to some people, that feature is more important than having some extra music, because they'll just use their own audio from Youtube anyway!