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<blockquote data-quote="The-Magic-Sword" data-source="post: 8870399" data-attributes="member: 6801252"><p>Yup, it was more just describing my experience of it being relatively easy to adjust to suit the framing, in regards to the intersection of skill stuff and the vp systems. </p><p></p><p>But as for Adventures, yeah, I tend to see published adventures as being more mass market since they need to move volume-- they tend to hew closely to the idea of a relatively default experience, whereas home games can tend to be more high concept because fewer people need to buy in. </p><p></p><p>Its actually one of the reasons I don't love them as a snapshot of the system, their incentives differ in some key ways, from those of the system's core design. Some 5e players I know would probably appreciate that pf2e is more flexible in terms of encounters per day, because difficulty is less weighted according to daily resources, but it doesnt matter to the published adventures because they're catering to a market for whom lots of encounters is presumably a selling point (taking for granted they do their own market research well.)</p><p></p><p>My big complaint is that I like site based adventures more than narrative sequences, and the AP format doesnt do super well with that-- though Malevolence by itself was good in that respect.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8870399, member: 6801252"] Yup, it was more just describing my experience of it being relatively easy to adjust to suit the framing, in regards to the intersection of skill stuff and the vp systems. But as for Adventures, yeah, I tend to see published adventures as being more mass market since they need to move volume-- they tend to hew closely to the idea of a relatively default experience, whereas home games can tend to be more high concept because fewer people need to buy in. Its actually one of the reasons I don't love them as a snapshot of the system, their incentives differ in some key ways, from those of the system's core design. Some 5e players I know would probably appreciate that pf2e is more flexible in terms of encounters per day, because difficulty is less weighted according to daily resources, but it doesnt matter to the published adventures because they're catering to a market for whom lots of encounters is presumably a selling point (taking for granted they do their own market research well.) My big complaint is that I like site based adventures more than narrative sequences, and the AP format doesnt do super well with that-- though Malevolence by itself was good in that respect. [/QUOTE]
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