Subj : Re: Hello To : All From : mbottorff@sprintmail.com Date : Sat Feb 17 2001 02:34 pm From: mbottorff@sprintmail.com (Michelle & Boyd Bottorff) Subject: Re: Hello Organization: =?ISO-8859-1?Q?=CF?= > NI>Here, the most of RPG's titles don't come or come, but with > NI>years of delay...Warhammer, for example, we haven't. > > At least you have something to look forward to. It just does not seem > like anything New or exciting is coming out in the world of RPG's. Just > another edition or more supplements. Depends. The sheer numbers of RPGs put out are definitely down, but that may not be a bad thing. After all, how many new systems do you want to learn? Especially the complex ones. After all, the main reason D&D survived so long is that it's simple. Lots of tables, yes, but they're simple tables once you've worked out the basics. On the plus side, most of the new RPGs coming out aren't generic fantasy (or generic SF, or generic cyberpunk, or generic horror....) Lessee... in the last two years or so, the new RPGs I've seen or heard of are Seventh Seas, Legends of the Five Rings, Deadlands, and Blue Planet. I haven't actually seen Blue Planet, so I don't know if it's generic or not, but the promotional material I've seen would indicate not entirely. The others are all not generic, which is a big plus in my book on the storytelling end. > I understand that gaming companies are in the business to make money, > but to change things just so people will spend more money to buy the new > books doesn't seem right to me. Doesn't necessarily work, either. TSR was sold to WotC for not a whole lot of money. A certain amount of accessories are nice for any RPG system. But you have to know when you've overdone the whole thing. And the other critical thing, IMO, is to be able to make things that people *want* to want. GURPS was an example of rather esoteric, not-many-people-would-want-this-one resource books. I mean, sure, there are a bunch of people who like SF books, but a complete handbook on Alan Dean Foster's commonwealth books? That's pushing it. > I understand supplements that help the GM set up a world, and even > premade adventures (even though I rarely use premade adventures), but > sometimes it seems that they go overboard. Idea for most RPGs, to me: * rulebook(s) with basic overview of a/the campaign setting * campaign setting book/box, with maps. Possibly more detailed supplements covering areas you expect players to frequent, but check your projected sales *before* starting the project. * Possibly a separate player rulebook, and/or sourcebooks, but go easy here. * Generic "can drop in anywhere" adventures. Dungeon magazine was a reasonable source for these, but usually they could have summarized background of most of their adventures into a couple paragraphs rather than a couple pages. * More detailed "work up to these" adventures, with notes in front of thigns that ought to happen *before* the players even see the cover of the *big* adventure. -- Boyd -- |Fidonet: mbottorff@sprintmail.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .