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More importantly, what's after #74?

Posted: Mon Oct 01, 2012 1:56 pm
by ragboy
Is Blades Against Death the last adventure of the year? What does 2013 hold?

Re: More importantly, what's after #74?

Posted: Mon Oct 01, 2012 10:16 pm
by Ravenheart87
#75 - Mystery of the Tomes from the Future

Actually I'm in minority here, since I'm usually running sandbox campaigns with my own adventures, so I'm not planning to buy modules. I'm more interested in the promised annuals.

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 12:22 am
by finarvyn
Ravenheart87 wrote:I'm more interested in the promised annuals.
This is an interesting statement. Joseph has stated that he's more interested in module creation than contributing to rules "bloat" and my impression was that the rules annuals were sort of vague and "well, if we have some good stuff we might collect it together" rather than a pre-planned "we have this stuff we want to sell you."

In other words, I don't know that there is any current plan to put out annuals unless it's a matter of looking through the boards and finding good ideas to compile into an occasional volume. Jospeh will have to speak up on this, but I've heard nothing about this idea since the early playtest days.

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 12:38 am
by Ravenheart87
finarvyn wrote:
Ravenheart87 wrote:I'm more interested in the promised annuals.
This is an interesting statement. Joseph has stated that he's more interested in module creation than contributing to rules "bloat" and my impression was that the rules annuals were sort of vague and "well, if we have some good stuff we might collect it together" rather than a pre-planned "we have this stuff we want to sell you."
I would say it's a bit ironic. I don't really need modules, since I write my own adventures/setting, and I play a game which focuses heavily on them.

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 5:56 am
by GnomeBoy
Not as ironic, if you look at the Goodman Games output since inception. It's like, what, 123% percent modules and 9% other stuff! It's what they do, and they do it darn well.

That other 9% is sterling, as well. Heck, it is about 12 times better than my math!

I'm curious what you're hungry for that you expect the annuals to feature...

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 1:18 pm
by Ravenheart87
To avoid further misunderstandings: it's ironic that I play a game which is heavily supported by modules, because I don't need modules. Is it clear now? :)

And about the annuals: I'm not hungry for anything, I just simply like tinkering with races, classes, rules, spells, therefore an annual with new stuff is a far more interesting source of inspiration for me, than a module I'm not going to use. That's all.

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 3:06 pm
by bholmes4
Ravenheart87 wrote:To avoid further misunderstandings: it's ironic that I play a game which is heavily supported by modules, because I don't need modules. Is it clear now? :)

And about the annuals: I'm not hungry for anything, I just simply like tinkering with races, classes, rules, spells, therefore an annual with new stuff is a far more interesting source of inspiration for me, than a module I'm not going to use. That's all.
Agree 100%. I could care less about the modules, I want stuff I can use in my campaigns.

Domain rules are probably my biggest desire along with more spells, items, racial classes and patrons. Alternative/optional classes (ie. not a fan of the cleric as written but would like another healer type) would be nice as well.

Re: More importantly, what's after #74?

Posted: Fri Oct 05, 2012 3:12 pm
by GnomeBoy
If you didn't see it, Harley himself lets the corrupted cat out of the bag that there is in fact an upcoming Annual...

http://www.goodman-games.com/forums/vie ... 78&t=42153