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<blockquote data-quote="steeldragons" data-source="post: 6234149" data-attributes="member: 92511"><p>True. I am looking/thinking in terms of both the individual/home game...and the greater concern of producing a setting and rpg for public consumption.</p><p></p><p>For the individual/home game, with my own players, I can easily supply a sentence or two of answer to some things...But, as good as I am, I am not capable of being at every home/table who might be interested in the rpg or game setting.</p><p></p><p></p><p></p><p>[emphasis mine]</p><p></p><p>This is an excellent point. Even with people in the same home game/individual table, the expectations and buy in are an individual-by-individual basis.</p><p></p><p>So, further wonderings:</p><p></p><p>How does one account for that on a grand scale, beyond the individual table? If it is possible<em> at all</em>!</p><p></p><p>I am putting [preparing to put] all of my game and setting "out there" for everyone [who wants] to [hopefully] enjoy. But how does one do this with a reasonable chance of success...when catering to each individual...not just "table" but separate elements [individuals] within a single table? I mean, I don't only mean, financial success...I want people to get interested and intrigued...to want grow, evolve, become more interested with it as I have, as its creator, over time...no small task, I know...or maybe not even a task that is realistically possible and all of this is just mad ramblings brought on by second-guessing.</p><p></p><p>And with the plethora of very good and/or similar options that currently exist in the fantasy/D&D-esque/OGL-type gaming ether, does the amount of buy-in even play a role anymore? Those who are interested in trying something new...just...<em>will. </em>Those happy where they are won't bother?</p><p></p><p>I am not meaning to sound like I am trying to please everyone. I know that is a fool's errand. I have my world and the game that has grown from it...and my years of experience in/with D&D games that have certainly impacted its growth. Some people will love it [again, hopefully] and some people will hate it and some people won't give a damn/say "oh, another one". There's not a lot I can do about that. Orea is what it is/has come to be. If it's not a particular person's cup of tea, no harm no foul. </p><p></p><p>But for the purposes of getting people, who I think <em>might</em> like the game/the style/the setting, to try it out/give it a look-see...is there a "cut off" point of what should be expected? How much [material] is too much...or not enough...to garner interest? Is it even possible to come up with some kind of consensus?</p><p></p><p>I find myself, recently, being overwhelmed with the "what if's" and the "I <em>could </em>do's." [since I can, literally, do anything/do it any way I want]. I am hoping the wisdom of ENworld will show me...not a specific answer, of course...but a light at the end of the tunnel, so to speak...a direction or guideline...a north star I might use to navigate by, if you would.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6234149, member: 92511"] True. I am looking/thinking in terms of both the individual/home game...and the greater concern of producing a setting and rpg for public consumption. For the individual/home game, with my own players, I can easily supply a sentence or two of answer to some things...But, as good as I am, I am not capable of being at every home/table who might be interested in the rpg or game setting. [emphasis mine] This is an excellent point. Even with people in the same home game/individual table, the expectations and buy in are an individual-by-individual basis. So, further wonderings: How does one account for that on a grand scale, beyond the individual table? If it is possible[I] at all[/I]! I am putting [preparing to put] all of my game and setting "out there" for everyone [who wants] to [hopefully] enjoy. But how does one do this with a reasonable chance of success...when catering to each individual...not just "table" but separate elements [individuals] within a single table? I mean, I don't only mean, financial success...I want people to get interested and intrigued...to want grow, evolve, become more interested with it as I have, as its creator, over time...no small task, I know...or maybe not even a task that is realistically possible and all of this is just mad ramblings brought on by second-guessing. And with the plethora of very good and/or similar options that currently exist in the fantasy/D&D-esque/OGL-type gaming ether, does the amount of buy-in even play a role anymore? Those who are interested in trying something new...just...[I]will. [/I]Those happy where they are won't bother? I am not meaning to sound like I am trying to please everyone. I know that is a fool's errand. I have my world and the game that has grown from it...and my years of experience in/with D&D games that have certainly impacted its growth. Some people will love it [again, hopefully] and some people will hate it and some people won't give a damn/say "oh, another one". There's not a lot I can do about that. Orea is what it is/has come to be. If it's not a particular person's cup of tea, no harm no foul. But for the purposes of getting people, who I think [I]might[/I] like the game/the style/the setting, to try it out/give it a look-see...is there a "cut off" point of what should be expected? How much [material] is too much...or not enough...to garner interest? Is it even possible to come up with some kind of consensus? I find myself, recently, being overwhelmed with the "what if's" and the "I [I]could [/I]do's." [since I can, literally, do anything/do it any way I want]. I am hoping the wisdom of ENworld will show me...not a specific answer, of course...but a light at the end of the tunnel, so to speak...a direction or guideline...a north star I might use to navigate by, if you would. [/QUOTE]
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