I never really understood this sentiment. One of the things I've always loved about Star Wars is there were a million scenarios I could run that were tied into the setting, i.e. the metaplot, but weren't covered by any movie. (Though you're right that stealing the plans for the Death Star is off the table now.) Even though we know the history of World War II (the metaplot), there are lots of movies that tell interesting stories set during the war. Is Saving Private Ryan less compelling because we know Matt Damon isn't going to punch Hitler? There are so many possibilities with a rebellion era Star Wars game that it's entirely unnecessary to tie any scenario directly into one of the movies or television shows.And how do you play in such a metaplot heavy game? You are either part of the story or you go the 'what if' route. Think of it as Star Wars the RPG in the pre Disney days. If you wanted to play in the rebellion era, chances are that you would play in a campaign where the players steal the plans for the Death Star... Then Disney plugged that hole with Rogue One.
I remember, in the mid-90s when the internet was still a new thing for grad students in Arts faculties, discovering and enjoying a "Pissed of X-Fan FAQ", which was an extensively documented lament about the state of X-Men comics post-Claremont. My enjoyment came from the fact that I was largely in agreement with the FAQ's author.When something new comes out it does not cancel or ruin what has come before. I like a lot of games (and editions of games) that are no longer having stuff produced for them. Legend of the Five Rings Fifth Edition, Conan 2d20, D&D 4e, Sorcerer, Witchcraft and Chronicles of Darkness. Thing is I still have them, and I do not need anyone's approval to enjoy them.
If someone produces a new thing that doesn't match up with what I enjoyed about the previous versions I can still play/run the previous versions or find suitable substitutes.
I'm certainly not perturbed by WotC no longer publishing books of 4e lore. I have nearly all the 4e material, and that's ample!I'm not going to spend energy lamenting that the lore from 4E has been abandoned because I can still run and play games in the Nentir Vale using the World Axis cosmology.
This is true, independently of any of the above!At the end of the day, I'm not entitled to anyone's creative labor.
My main anxiety about this is that it may make it harder to talk about AW as an uncompromising example of narrativist RPG design. But in any event, I think the prospect of me buying the new version is pretty low. Not out of any sort of "hate", but just because of my available time and inclination.Doesn't stop being anxious over this new edition of Apocalypse World. But if it's not for it's not for me.
People are under no obligation to keep quiet about their criticisms in a public forum, to always be constructive, or to simply accept whatever IP holders shovel at them.
I don't think anyone is under an obligation to accept whatever IP holders shovel at them. But I think that endless whinging about new versions of things can get tiring.New editions and reboots are mostly trash. IP vultures are mostly trash. The original works by the original creators are always the best.
My friends and I played a heck ton of Star Wars back in the 90s, and not once did they steal plans for the Death Star. In fact they never interacted with any of the events from the movies. They were too busy doing the important stuff!I never really understood this sentiment. One of the things I've always loved about Star Wars is there were a million scenarios I could run that were tied into the setting, i.e. the metaplot, but weren't covered by any movie. (Though you're right that stealing the plans for the Death Star is off the table now.) Even though we know the history of World War II (the metaplot), there are lots of movies that tell interesting stories set during the war. Is Saving Private Ryan less compelling because we know Matt Damon isn't going to punch Hitler? There are so many possibilities with a rebellion era Star Wars game that it's entirely unnecessary to tie any scenario directly into one of the movies or television shows.
Interesting because to me BIG metaplot does arguably more to freeze a setting and thereby make it boring than merely having a lot of detail about the current present but less knowledge about the future. (That said I find the Realms not terribly dynamic compared to the actually snapshotted in time with various dominoes threatening to fall Eberron)For me game lore gives context to the world you play in. Making it more then the nicely painted facade of an old Hollywood film set, it looks nice from a distance, until you one a door you weren't meant to.
Something like D&D Forgotten Realms has so much lore, making an imho kinda boring world, still the default setting at our table. No matter where the players go, there's something written about the locale, while still having enough room between those nuggets to do your own thing.
RPGs/settings like (old) World of Darkness and Shadowrun have a BIG metaplot, and that's part of the attraction for many. I remember discussing the 'fluff', folks finding out stuff, speculating, etc. It made to us feel as if that world was 'alive'. It was neat, but in limited doses, I suspect.
But this is literally always the case. A static book or set of books can only ever create a painted facade. When the PC opens a door what happens is a matter for the GM. And what different approaches, whether static lore, big metaplot, or (my favourite) letting the players write much of the lore so telling you what to focus on is inspire and support various GMs to detail the world. And different people respond better to different rules.Other games/settings are very self contained and honestly do not give the players anything beyond that VERY nicely painted facade. When they walk through a door, the GM better think quick on their feet.
As a Daggerheart fan I don't have a problem with a ludicrous number of species. The PCs all get species they feel are cool and the practical number of species in the setting is normally about equal to the number of players plus three or four. The rest are either not there or are background.Honestly, the example of x amount of new pled species that someone thought up on a bad schroom trip are far, FAR, less appealing then a well thought out concept. If that requires the use of a couple of strange species, fine. But certain types of creators want to overwhelm you with choice, often VERY exotic choices. As an example, for Shadowrun I really liked the original Human, Orc, Troll, Dwarf, and Human. Today there are more SR species then you can shake a stick at.
That's WoD in general, not oWoD or nWoD specifically. As someone else pointed out these ICv2 numbers are VERY unreliable (specifically pathfinder vs D&D4e), these are just generic gut feelings of niche US retailers. No actual numbers, no online sales, nothing outside of the US.What are you talking about? It was a top 5 best seller in the ICv2 for five years straight before CCP arbitrarily killed it.
The biggest issue with SW was for a LONG time that everyone wanted to play with a light Saber, but there was only one Last Jedi... And folks coming from things like HeroQuest and D&D tend to be used to being THE heros of the story. Sure they can be heroes (or scoundrels) in many ways, but too many it feels like playing a background character...I never really understood this sentiment. One of the things I've always loved about Star Wars is there were a million scenarios I could run that were tied into the setting, i.e. the metaplot, but weren't covered by any movie. (Though you're right that stealing the plans for the Death Star is off the table now.) Even though we know the history of World War II (the metaplot), there are lots of movies that tell interesting stories set during the war. Is Saving Private Ryan less compelling because we know Matt Damon isn't going to punch Hitler? There are so many possibilities with a rebellion era Star Wars game that it's entirely unnecessary to tie any scenario directly into one of the movies or television shows.
Yes, but too what level, and that's what I'm driving at. Quite a few 'facade' pnp RPGs sketch the setting and that's pretty much it. Something like FR goes far farther, it fleshes out most of the nations, a LOT of the cities, even some locales and people that live there. Now compare that to the other extreme of Bastionland. In one people who've read FR know what to expect (mostly), someone who has read Bastionland does not, not at all beyond 'knight stuff'! Both of those approaches have their own appeal, but what I've noticed is that our group prefers knowing stuff (it being relatable) and does not always do well with the complete unknown or the not easily understandable (Empyreal).But this is literally always the case. A static book or set of books can only ever create a painted facade. When the PC opens a door what happens is a matter for the GM. And what different approaches, whether static lore, big metaplot, or (my favourite) letting the players write much of the lore so telling you what to focus on is inspire and support various GMs to detail the world. And different people respond better to different rules.
So I’m pretty much just giving up on ttrpgs in favor of writing original fiction about what I wish ttrpgs would do for me. If they don’t owe me anything, then I don’t owe them zilch either. They betrayed me.