RSKennan
Explorer
You lost me right here. Rephrase?
I tend to do in-depth world building, then run my games extemporaneously, and it takes me an hour or so to get into the zone. Additionally, my current game is one that is not meant as a pickup game- it does take more than a short time to understand, as it makes a lot of things that are specific rules that would be looked up in other games into general, interdependent axioms- without being rules light. A player would need to understand them all (42 so far) to understand the game. The first two hours would still be largely Q&A to begin grasping the game's paradigm unless the players had read the rules and made a character on their own. The goal, though is that after players absorb the rules, they wouldn't need to refer to the book. In other words, its a very steep learning curve, but once it's done, its done.
I understand that contemporary opinion is that this is not the way to design a game, but I think that this kind of design has its place, and am doing it with full awareness that it will turn a lot of people off. It's intentionally not for everyone, but I already have people following the development of the game. It's for me, and for them.
So it's not looking like this brew club will be for me, or at least this particular game from me. No worries, and good luck.