CR182 GOODMAN.Indd

Total Page:16

File Type:pdf, Size:1020Kb

CR182 GOODMAN.Indd GAMES IN FOCUS Adventure module gold Build a profitable module market by dventure modules are underrated. For are in a slump, but they’re actually in a “back JOSEPH years, some publishers have said “adven- to basics” mode. The days of d20 System Ature modules don’t sell.” But a growing splat books are over, as every store with five elf GOODMAN number of publishers are proving them wrong. sourcebooks on the shelf knows. The publish- President, Between Paizo Publishing, Goodman Games, ers that survived the d20 boom-and-bust cycle Goodman Games Green Ronin, Necromancer Games, and of learned to provide what gamers really need — course Wizards of the Coast, your store has a and what gamers really need on a regular basis wide assortment of adventure modules to offer are fantastic adventures. your d20 System and Dungeons & Dragons customers — and you should be making money Advantages of a strong modules category off them. When properly stocked, displayed, and pro- Adventure modules add a steady stream of moted, adventure modules have several obvious Adventure incremental sales to every role-playing game advantages as a category. line in your store. Just as Repeat Purchase Module: modules add video game consoles When a game master finishes a steady drive sales of game his level 1 adventure module, cartridges, properly he needs a level 2 adventure stream of designed role-play- module. Two weeks later he’ll incremental ing game lines use need a level 3 module, then sales to core rulebooks to level 4, and from there the drive sales of adven- cycle continues. If you can every role- ture modules. Every persuade your local groups playing game Dungeon Master’s to rely on adventure mod- line in your Guide that you sell ules, every sale today brings today should mean a in another sale tomorrow. store. Just as dozen adventure mod- Steady Release video game ules sold tomorrow. Schedule: More d20 consoles drive Goodman Games System and Dungeons & was the first to dem- Dragons adventure mod- sales of game onstrate this with ules are being released cartridges, its Dungeon Crawl every month, giving cus- Classics line of adven- tomers a reason to check properly ture modules, which in regularly. Between designed role- are “just d20 modules” Dungeon Crawl playing game but, nonetheless, con- Classics from Goodman sistently rank in the Games, the ramped-up lines use core Top 10 role-playing output from Wizards of the Coast, and other rulebooks to game lines. Other publishers have followed publishers, there are several new adventures drive sales suit, including Green Ronin with their available every month. Bleeding Edge adventure modules and the Shared Experiences: Adventure modules pro- of adventure Necromancer Games modules released by vide a common platform to experience a role-play- modules. Troll Lord Games, Kenzer & Company, ing game. Peruse the message boards at Wizards and White Wolf. Market trendsetter of the Coast’s web site to see just how many Wizards of the Coast has ramped up its gamers are playing Red Hand of Doom. These module output noticeably, and sister com- shared experiences give your regulars something Joseph Goodman is the presi- pany Paizo Publishing is making a splash common to talk about, an important foundation dent of Goodman Games. His with its Adventure Path series drawn to building a community at your store. “Every company publishes the best- from the pages of Dungeon magazine. game shop owner probably played Keep on the selling line of Dungeon Crawl There are a lot of options for role-playing Borderlands back in the day,” said Rob Schwalb, Classics adventure modules. gamers these days — and a lot of follow- line editor for Green Ronin Publishing’s Bleeding For more information, visit up options for your DMG sales. Edge adventures. “Giving their customers the www.goodman-games.com. Some might say role-playing games same experience unites the fan base.” 34 • Comics & Games Retailer • May 2007 www.comicsretailer.com New Customer Recruitment: “Adventures displayed like comics and were easy to How you choose are great teaching tools. For the new game mas- sort through. But since we got a spin- ter, adventures act as a first-time guide to sto- ner rack they’ve been selling even better, to sort modules rytelling,” said Paul Bazakas, National Account and they’re easier to shop.” can also make Director, Publishing, for Wizards of the Coast. The spinner rack in question was a difference. New players need the most help, and adventure supplied by Goodman Games, which modules show them how to play. The $2 pro- offers a spinner rack bundle with its While publisher motional adventures from Goodman Games are Dungeon Crawl Classics modules. brands do ideal for this; they’re so cheap they can literally “The spinner is great,” continued Tess, matter, the first be given away, and the company will provide “because little kids can look at the lower complimentary copies for special events. tiers while adults shop the higher tiers.” choice of most Up-sell Potential: The adventure module Whatever you do, make sure your game masters itself can be an up-sell from the Dungeon adventures are shelved face-out. “Module is character Master’s Guide. In turn, adventures often sup- art tells a story, like a movie poster,” said port sales of other rulebooks. “A D&D adventure Jacobs. “It’s heroes doing heroic things. level. may contain monsters with annotated rules fea- Third edition hardbacks tend to have styl- tured in another book,” continued Bazakas. “For ized ‘magic tome’ type covers that aren’t example, Expedition to Castle Ravenloft as eye-catching as the art on modules.” features rules from books How you choose to sort modules can including the Fiend Folio and also make a difference. While pub- Book of Vile Darkness. While lisher brands do matter, these books are not required the first choice to play the adventure, DMs of most game may end up picking them masters is char- up to expand their play acter level. “Shelve options.” all the publishers Plug-and-Play Utility: together, sorted Good adventures don’t by level,” recom- require much prep work. mends Bill Webb of They’re like “D&D in a Necromancer Games. bottle” — perfect for “Creating a ‘Modules the harried gamer who Central’ area also cre- just wants to play. “A ates a collectibility player needs to roll up effect — it indulges the a new character to use packrat aspect of the the prestige classes player.” and feats from a new sourcebook,” Selling more modules in said James Jacobs, your store editor-in-chief of As a storeowner or Dungeon maga- manager you probably zine. “But an adventure can already have modules for be integrated into an ongoing campaign.” sale. But you may not be Adventures that include pre-generated charac- selling as many as you could. ters are even more versatile; the pre-gens allow Understanding why customers buy adventure the module to be used as a one-shot or break modules will help you sell more of them. Here from a regular game. are tips from some of the industry’s most Collectibility: Adventure modules are more experienced sellers. likely to appreciate in value than any other role- Low-Level Sells Best: Every game starts playing game category. There might be gold in at 1st level — but how many advance past your backstock — more on that below. 10th? Low-level adventure modules will always be your best sellers. They’re easy to play as Displaying adventure modules pickup games, they appeal to new gamers, and Adventures are a challenge to display due many fans consider them more fun than the to their narrow spines. Creative retailers have rules-heavy games that happen at high levels. devised many good solutions, and publishers This is true even with long campaigns. “The are there to help. first issue of our Dungeon adventure paths “We used to keep the modules in a magazine always sell the best,” said Jacobs. “As the lev- box sorted by level,” said Rick Tess, manager els get higher, players migrate to other games of The Fantasy Shop in Florissant, MO. “They — often to start a new adventure path.” www.comicsretailer.com May 2007 • Comics & Games Retailer • 35 GAMES IN FOCUS I sell 20%-25% of my modules to them.” Finally, modules as a category offer a unique forecasting capabil- ity. Knowing your customers’ cam- paigns will tell you what to stock. For example, if you’re selling level 4 modules today, you’ll be selling level 5 modules tomorrow. If the Eberron campaign in your back room just finished the level 2 Wizards’ module Shadows of the Last War, odds are good they’ll be ready for the level 4 Wizards adventure Whispers of the Vampire’s Blade. Pay attention to the level range of your alpha gamers’ campaigns, and stock modules of the appropriate character levels. Ride the “Long Tail”: Unlike Follow the Level Pyramid: Low-level almost every other role-playing game category, adventures might sell best, but you need a adventure modules have a “long tail” — that full range to support every customer. What is, the backstock really sells. Along with core will a fan think when he finishes his 6th rulebooks, well-known adventure modules can level adventure, only to find you have noth- continue selling for a long, long time. Dungeon ing for 7th level? At that moment you’ll lose Crawl Classics #1: Idylls of the Rat King has him. But at the same time, you don’t need as been selling steadily since February 2003, and many 7th level adventures as 1st level ones.
Recommended publications
  • MAY 19Th 2018
    5z May 19th We love you, Archivist! MAY 19th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • The Shackled City Adventure Path (5Th Edition)
    The Shackled City Adventure Path (5th Edition) Conversion Guide Introduction: Originally published in Dungeon® Magazine, the Shackled City Adventure Path is a series of adventures for 3rd Edition DUNGEONS & DRAGONS®. It was subsequently updated to 3rd Edition (v.3.5), bundled, and sold in hardcover. I picked it up in 2007 and ran the entire campaign for a superb team of players over seven years. When everything was said-and-done, the consensus was that no campaign in our combined 100+ year D&D gaming careers came close to the detail, intrigue, and immersion offered by this adventure path. My new 5th Edition group really wanted to give the campaign a try, so I decided to convert the adventure path. A several hundred-hour adventure for 1st–20th level characters by Roy Simpson ([email protected]) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.Sample Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionfile of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
    [Show full text]
  • Dragons of Faerûn Spreadsheet
    Dragon CR Status Gender (Class) Age Kind Lair / Domain Details / Fate Source Aaronarra 19 Living Male old copper W High Moor Elminster's Ecologies: The High Moor 28 Adamarondor 24 Living Male ancient gold Wanders (steed of the Polyhedron #108 6 Magister) Aeglyl Dreadclaw 15 Living Male old fang Cormyr Elminster's Daughter 337 Aerihykloarara — Dead Female old white Unknown Slain by Kauth Dragon #244 57 Aerosclughpalar, 26 Living Male druid 11 old gold Tall Trees, High Forest The Savage Frontier 8, Mintiper's "Gildenfire" (Mielikki) Chapbook, Champions of Valor 78 Aghazstamn — Disembodied Male wyrm blue Unknown Slain by Shandril Cult of the Dragon 24, 26 dracolich Shessair Agoshyrvor, "The — Dead Male young green Cormanthor Fall of Myth Drannor 31 Verdant" Agrelia 15 Living Female adult silver Chondalwood, Chondath Swords of the Iron Legion 36 Agyrtclughwaur — Dead Female wyrm green Forest of Wyrms Serpent Kingdoms 105 Alaerurrgos 3 Living Female wyrmling bronze The Wealdath, Tethyr Lands of Intrigue: Amn 53 Alasklerbanbastos, the 28 Dracolich Male great blue Dragonback Mountain, Code of the Harpers 37, Cult of the "Great Bone Wyrm" wyrm Riders in the Sky Mountains Dragon 53, Lost Empires of Faerun 62, 63 Alglaudyx — Destroyed Male wyrm black The North Code of the Harpers 27, Cult of the dracolich Dragon 26 Alhazmabad 23 Living Male wyrm copper Lurath, Pirate Isles Pirates of the Fallen Stars 63 Alrue Crownshield 13 Living Female adult song The Wyrmworks, Dragon #322 85 Silverymoon Altagos 10 Living Male young brown Wyrmwell, Starspire
    [Show full text]
  • Player's Guide
    Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content.
    [Show full text]
  • Set's Daughters
    N1W s Handbook, er’ y gons® Plads of the Coast® d Edition, Requires theThir useWizar of the y eons and Dra lished b Necropolis Dung pub Set’s Daughters by Jay Barnson Set’s Daughters is an adventure for 10th level characters. It is designed as an introduction to the Necropolis epic-adventure by Gary Gygax, published by Necromancer Games. As such, this module references creatures and notes from Necropolis. This adventure takes characters from a more traditional fantasy world to the mysterious, ancient land of Khemit in search of a murderous trio and a mystery from the past. If you enjoy this supplement, look for more releases for the D20 System by Necromancer Games Necromancer Games “Third Edition Rules, First Edition Feel” www.necromancergames.com Necropolis Set’s Daughters Credits Author D20 Content Editor Jay Barnson Erica Balsley Developer Layout and Typesetting Bill Webb Charles A. Wright Producer Front Cover Art Clark Peterson Nate Pride Editor Interior Art Bill Webb Nate Pride Managing Editor Kevin Walker Art Director Rich Thomas This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by Wizards of the Coast®. ©2003 Bill Webb and Clark Peterson, Necromancer Games, Inc. All rights reserved. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo, Necropolis is a trademark of Necromancer Games, Inc. All rights reserved. All characters, names, places, items, art and text herein are copyrighted by Necromancer Games, Inc. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License contained in the Legal Appendix.
    [Show full text]
  • CR174 GOODMAN.Qxd
    GAMES IN FOCUS Dungeon Crawl Classics Use DCC World to build a module business by our years after the release of Dungeon gorgeously illustrated poster-sized world maps which notate the locations of every Dungeon Joseph Crawl Classics #1: Idylls of the Rat F King, the Dungeon Crawl Classics line Crawl Classics module in the series. The Goodman remains one of the industry’s best-recognized boxed set includes three defined adventure President, brands of d20 System adventure modules. paths that show a Dungeon Master how to Goodman With the imminent publication of #35 in the link these adventures together. Of course, all Games series — a milestone for any role-playing of the modules must be purchased separately. game line, especially a d20 line past the boom So the Dungeon Master who buys the boxed — publisher Goodman Games announced set will be back in your store two weeks later, plans to make the 35th DCC a deluxe boxed purchasing the other Dungeon Crawl Clas- set. This $69.99 MSRP product is a complete sics modules he needs to set up his cam- campaign setting that also presents a unique paign! From a opportunity for retailers — not only will it This placement within a larger line is a very make for a profitable sale on a single product, important trait to consider. Selling a role-play- retailer’s it can also be used to sell an entire line of ing game product with an MSRP higher than perspective, products. $40 is always difficult, and it becomes more DCC #35 Dungeon Crawl Classics #35: Gazetteer difficult the higher the price goes.
    [Show full text]
  • Dragon Magazine
    May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high.
    [Show full text]
  • Visions Visions
    CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc.
    [Show full text]
  • Unearthed Arcana: Artificer
    Unearthed Arcana: Artificer (Revised) Intense Rivalries Playtest Material The artificers’ drive to invent and expand their knowledge This character class is presented for playtesting and to spark creates an intense drive to uncover new magic discoveries. your imagination. These game mechanics are in draft form, An artificer who hears news of a newly discovered magic usable in your campaign but not refined by design iterations or item must act fast to get it before any rivals do. Good-aligned full game development. This class is not officially part of the artificers recover items on adventures or offer gold or game. For these reasons, it is not legal in D&D Adventurers wondrous items to those who possess items they are keen to League events. own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom A gnome sits hunched over a workbench, carefully using they seek to outdo at every turn. By the same token, artificers needle and thread to wave runes into a leather satchel. The with similar philosophies and theories band together into bag shudders as she completes her work, and a sudden, loud loose guilds. They share their discoveries and work together pop echoes through the room as a portal to an to verify their theories and keep ahead of their rivals. extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt.
    [Show full text]
  • Undermountain: the Lost Level by Steven E
    Undermountain: The Lost Level by Steven E. Schend Table of Contents Credits Introduction . 2 Design: Steven E. Schend Hidden Stories . 2 Editing: Bill Olmesdahl Ways In and Out . 3 Cover Art: Alan Pollack Interior Art: Earl Geier Rumors Of Undermountain . 4 Cartography: Dennis Kauth Notes On The Lost Level . .4 Typography: Tracey L. Isler The Lost Level . .6-28 Art Coordination: Robert J. Galica Entry Portal: Room #1 . .6 Melairest: Rooms #2-#17 . .6-19 A DVANCE DUNGEONS & DRAGONS, AD&D, FORGOTTEN Sargauth Falls: Room #18 . 19 REALMS and DUNGEON MASTER are registered trademarks The Prison: Rooms #19#24 . .20-22 owned by TSR, Inc. DUNGEON CRAWL, MONSTROUS MANUAL, The Hunters Lair: Rooms #25--#28 . .22-26 and the TSR logo are trademarks owned by TSR, Inc. Egress Perilous: Rooms #29 & #30 . 26-28 Lost NPCs and Magic . .29-32 Random House and its affiliate companies have worldwide dis- tribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1996 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom ISBN 0-7869-0399-6 9519 Introduction elcome to the first official DUNGEON CRAWLS™ adventure module, where we return to the timeless depths of the Realms’ oldest and greatest dungeon: Un- dermountain! DUNGEON CRAWL adventures are created as stand-alone quests, but can easily be adapted to existing campaigns.
    [Show full text]
  • Folha De Rosto ICS.Cdr
    “For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos.
    [Show full text]
  • How to Build a Dungeon Crawl for Heroic and Paragon Tiers • Rob Bodine
    HOW TO BUILD A DUNGEON CRAWL For Heroic and Paragon Tiers • Rob Bodine ’ve recently converted a few of classic Advanced Dungeons that definition is technically correct, dungeon crawls don’t have to & Dragons (1st Edition) adventures to 4th Edition (in be short on story or role-playing. Every system is what you make Iwhole or in part): C1: The Hidden Shrine of Tomoachan of it, and the 1st Edition dungeon crawls demonstrate that by (long before I heard that Stephen Radney-MacFarland was being rich in story and role-playing opportunities. doing it for the Wizards of the Coast officially), C2: The Ghost Tower of Inverness, G1: The Steading of the Hill Giant Chief, L1: In the end, building a dungeon crawl represents a change to The Secret of Bone Hill (though with a complete change of back encounter design from the standard system as presented in the story), and Q1: Queen of the Demonweb Pits. When I converted Dungeon Master’s Guide (“DMG”) and other official Wizards my first project, Inverness, my intent was to make a Living of the Coast (“WotC”) resources. Even when using WotC’s Forgotten Realms (“LFR”) MyRealms adventure out of it. Thus, guidelines, encounter design is an art form. When using the it was truly just a conversion: an ordinary 1st Edition adventure dungeon crawl system, that makes it even harder to pin down. modified for a different ruleset. It worked out to be four LFR Use these guidelines as a starting point for heroic and paragon adventures. I received some great feedback on my conversion, tiers.
    [Show full text]