Mystic Theurge

Sir_Snifty's page

RPG Superstar 7 Season Star Voter. 1 post. No reviews. No lists. No wishlists.


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Heya, Mark!

I've been following Pathfinder design-talk where I can for about a year now, trying to see how pieces fit together and some of the general grooves of how things flow. The willingness of all you Paizofolk to wade in and discuss things with all of us has been hugely helpful in that and any number of other areas of the game (and is honestly one of the things that hooked me on PF specifically so quickly), so thanks for keeping to the standard and taking on that challenge so enthusiastically right from the get-go!

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. : )