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<blockquote data-quote="Benji" data-source="post: 7741547" data-attributes="member: 6793743"><p>Thanks. Always good to know these things are helping people make decisions.</p><p> </p><p></p><p></p><p>My reply is based only on anecdotal evidence but I've found the opposite to be true. While the appeal of playing the MU or DCU might appeal to some, often players want to affect the world around them and write their own destinies. </p><p></p><p>There's literally a whole article on this somewhere, but I'd say in short that established universes have three things that limit play you can do nothing about. Firstly if you want the adventures to take place 'in canon' and feel like you are in those universe, you have work out when it happened, for example if someone wants to play Thor, you can't set it between ragnarok & civil war or after Original sin. So working that can be bad if you want to maintain verisimilitude.</p><p></p><p>That bleeds into problem two - continuity changes. When I ran an x-men game, I made sure I read all of marvel's x-men output. Some of the players were big fans and I didn't want to be out of date or miss an important detail. That's maybe overcommitment but I hate that 'Actually..' moment where a player feels like they'e been pulled out of a universe.</p><p></p><p>Thirdly is the idea that the players can effect change in their respective comic book universes but they'll never feel like it's in the 'real' universe. In my x-men game, Professor X and Wolverine is Died and an older colssus leads a team made up of non cannon PC heroes named things like Dusk, Hack, Signwave & S**tstorm. The players enjoyed it but ten years later, they are aware that when they changed the world, they weren't in the real one.</p><p></p><p>Compare that to an M&M game based in an alternate history with supers. The players love altering historical events and making a real difference. It's a world where they prevented the vietnam war due to actions in the 50's. They feel like they've made a lasting difference which I was able to implement in later games without feeling like we were diverting from canon.</p><p></p><p>Anyhow, maybe that's just my experiences. </p><p></p><p> </p><p></p><p></p><p>Wiki entries don't come with stats. For M&M, that's a days work saved. </p><p></p><p>Less flippantly, I mean, yeah, sure, I get what you are driving at but we could apply this to any maxim, right? Why bother to buy an lord of the rings rpg sourcebook, couldn't we just buy a cheaper guide? Star wars sourcebooks are replaceable by Wookpedia if you know what you're doing. I guess I buy books because I find them easier to reference at the table than wikipedia screens/printouts, they do some of the work for me and I like having an imposing bookcase due to the fact I'm a short man. </p><p></p><p>I don't think copyright is an issue though. I've never had anyone ask me for royalities on my x-men game. Yet. Or do you mean for the publishing companies?</p></blockquote><p></p>
[QUOTE="Benji, post: 7741547, member: 6793743"] Thanks. Always good to know these things are helping people make decisions. My reply is based only on anecdotal evidence but I've found the opposite to be true. While the appeal of playing the MU or DCU might appeal to some, often players want to affect the world around them and write their own destinies. There's literally a whole article on this somewhere, but I'd say in short that established universes have three things that limit play you can do nothing about. Firstly if you want the adventures to take place 'in canon' and feel like you are in those universe, you have work out when it happened, for example if someone wants to play Thor, you can't set it between ragnarok & civil war or after Original sin. So working that can be bad if you want to maintain verisimilitude. That bleeds into problem two - continuity changes. When I ran an x-men game, I made sure I read all of marvel's x-men output. Some of the players were big fans and I didn't want to be out of date or miss an important detail. That's maybe overcommitment but I hate that 'Actually..' moment where a player feels like they'e been pulled out of a universe. Thirdly is the idea that the players can effect change in their respective comic book universes but they'll never feel like it's in the 'real' universe. In my x-men game, Professor X and Wolverine is Died and an older colssus leads a team made up of non cannon PC heroes named things like Dusk, Hack, Signwave & S**tstorm. The players enjoyed it but ten years later, they are aware that when they changed the world, they weren't in the real one. Compare that to an M&M game based in an alternate history with supers. The players love altering historical events and making a real difference. It's a world where they prevented the vietnam war due to actions in the 50's. They feel like they've made a lasting difference which I was able to implement in later games without feeling like we were diverting from canon. Anyhow, maybe that's just my experiences. Wiki entries don't come with stats. For M&M, that's a days work saved. Less flippantly, I mean, yeah, sure, I get what you are driving at but we could apply this to any maxim, right? Why bother to buy an lord of the rings rpg sourcebook, couldn't we just buy a cheaper guide? Star wars sourcebooks are replaceable by Wookpedia if you know what you're doing. I guess I buy books because I find them easier to reference at the table than wikipedia screens/printouts, they do some of the work for me and I like having an imposing bookcase due to the fact I'm a short man. I don't think copyright is an issue though. I've never had anyone ask me for royalities on my x-men game. Yet. Or do you mean for the publishing companies? [/QUOTE]
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