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Do Your Tastes Change?
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<blockquote data-quote="Verdande" data-source="post: 5312593" data-attributes="member: 69093"><p>My tastes certainly change. When I was a little younger, I was more than happy "building" characters with multiple classes and powers and stuff, and attempting to gain total systems mastery. It used to be interesting to me to do those sorts of things, and I don't know that a simpler game would have kept my attention.</p><p></p><p>Now, though? I don't even like games where that can happen. I've always been a "seat of the pants" style DM, and now I'm finding games where that's actually encouraged. It's kind of neat, really. </p><p></p><p>As a side note, now I really prefer my games to be short. After producing my own little miniature projects, it's astounding how much you can fit in a few short pages when you don't over-explain every minute detail with irrelevant cruft that gets ignored as soon as it hits my table. As a good example, I wrote the <a href="http://lawfulindifferent.blogspot.com/2010/08/aremorican-addendum-vol-1-released.html" target="_blank">Aremorican Addendum</a>, a book that essentially replaces every class and magic system in B/X or BECMI D&D, and it took less than thirty pages, including an introduction and a good dozen charts. If you can't express a full game to me in less than fifty pages, you're wasting your time. This doesn't count advice, of course, since the more written there, the better. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The big revelation for me was when I realized that the entirety of the rules for my favored version of D&D, if you don't count the enormous appendices that are the spell listings, monster catalogues, and magic item lists, was no more than maybe twenty pages that covers character creation, how to do things, random stocking of dungeons, everything. What happened to valuing that economy of words?</p></blockquote><p></p>
[QUOTE="Verdande, post: 5312593, member: 69093"] My tastes certainly change. When I was a little younger, I was more than happy "building" characters with multiple classes and powers and stuff, and attempting to gain total systems mastery. It used to be interesting to me to do those sorts of things, and I don't know that a simpler game would have kept my attention. Now, though? I don't even like games where that can happen. I've always been a "seat of the pants" style DM, and now I'm finding games where that's actually encouraged. It's kind of neat, really. As a side note, now I really prefer my games to be short. After producing my own little miniature projects, it's astounding how much you can fit in a few short pages when you don't over-explain every minute detail with irrelevant cruft that gets ignored as soon as it hits my table. As a good example, I wrote the [URL="http://lawfulindifferent.blogspot.com/2010/08/aremorican-addendum-vol-1-released.html"]Aremorican Addendum[/URL], a book that essentially replaces every class and magic system in B/X or BECMI D&D, and it took less than thirty pages, including an introduction and a good dozen charts. If you can't express a full game to me in less than fifty pages, you're wasting your time. This doesn't count advice, of course, since the more written there, the better. :) The big revelation for me was when I realized that the entirety of the rules for my favored version of D&D, if you don't count the enormous appendices that are the spell listings, monster catalogues, and magic item lists, was no more than maybe twenty pages that covers character creation, how to do things, random stocking of dungeons, everything. What happened to valuing that economy of words? [/QUOTE]
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