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<blockquote data-quote="GMMichael" data-source="post: 6278830" data-attributes="member: 6685730"><p>First thoughts:</p><p>1) To run a setting faithfully, a GM must do <em>a lot</em> of reading. Well, we live in a busy world, so while I'm sure there are GMs willing to do their background work, I think that demographic is diminishing.</p><p>2) To run a living world, especially a printed one that the players can examine objectively, a GM must do <em>a lot</em> of homework. It's not too bad to manage a handful of towns. But given the continent or world that settings usually present, a GM can't hope to keep up. Possible solution:</p><p>[sblock]As long as you're web-enabled, you could create a user-supported world that updates itself. In theory, any GM can modify the world elements, and sans GM intervention, the elements also run themselves. Basically, each has a script. Whenever any GM accesses the web and updates the world, he doesn't do whatever he wants: he gets a list of options. Say his game group kills a ruler (and all rulers are automatically replaced by another ruler). Well, he goes to the menu for that ruler, chooses events (versus, say, details, locations, relationships or inventory), and adds a killed-on date, possibly getting to add who did the killing and other details. The game world doesn't crash - because the system fills his position with another ruler.[/sblock]</p><p>3) I think a module is more useful (to me) when it's system-neutral. So good on you! One complication is that once you apply your system of choice, the system brings so much flavor with it that it can end up conflicting with the setting. Which can result in unwanted work for some people.</p><p>4) To what are you trying to attract new players? Your setting? To RPGs? I have no idea what the generic player is looking for these days, but it's possible that they want a cool setting. It's possible they're just looking for cool equipment, races, powers, or fun ways to roll dice.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6278830, member: 6685730"] First thoughts: 1) To run a setting faithfully, a GM must do [I]a lot[/I] of reading. Well, we live in a busy world, so while I'm sure there are GMs willing to do their background work, I think that demographic is diminishing. 2) To run a living world, especially a printed one that the players can examine objectively, a GM must do [I]a lot[/I] of homework. It's not too bad to manage a handful of towns. But given the continent or world that settings usually present, a GM can't hope to keep up. Possible solution: [sblock]As long as you're web-enabled, you could create a user-supported world that updates itself. In theory, any GM can modify the world elements, and sans GM intervention, the elements also run themselves. Basically, each has a script. Whenever any GM accesses the web and updates the world, he doesn't do whatever he wants: he gets a list of options. Say his game group kills a ruler (and all rulers are automatically replaced by another ruler). Well, he goes to the menu for that ruler, chooses events (versus, say, details, locations, relationships or inventory), and adds a killed-on date, possibly getting to add who did the killing and other details. The game world doesn't crash - because the system fills his position with another ruler.[/sblock] 3) I think a module is more useful (to me) when it's system-neutral. So good on you! One complication is that once you apply your system of choice, the system brings so much flavor with it that it can end up conflicting with the setting. Which can result in unwanted work for some people. 4) To what are you trying to attract new players? Your setting? To RPGs? I have no idea what the generic player is looking for these days, but it's possible that they want a cool setting. It's possible they're just looking for cool equipment, races, powers, or fun ways to roll dice. [/QUOTE]
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