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[d20F] Dawning Star Preview Available for Download [on hold]
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<blockquote data-quote="Nisarg" data-source="post: 1905711" data-attributes="member: 19893"><p>There were some things, yes, but since most posters had thus far emphasized their positive reviews, I thought to jump in with what i felt were particular negative issues that in effect spoiled the setting for me (the rampant americanism, and tied into that the lack of real human cultural change in his future).</p><p></p><p>In terms of what is good: let me say first of all that the layout of the pdf itself was very good, easy to follow; and the format of the book was very good too, as a kind of faux-history book (which in my mind is highly preferable to a white wolf-style lengthy fan-fiction piece at the front).</p><p></p><p>In terms of the setting itself, probably the best thing about it is that it is one of those rare sci-fi games (like Blue Planet) that pretty much focuses only on one world.</p><p>That said, it sounds from subsequent posts that the author intends to eventually go the route of Heavy Gear, and end up "expanding" the setting. He would be wise to study the case of HG and make sure he does not "expand" the setting into oblivion, by losing the original premise.</p><p></p><p>I found the detail of the history very good, (which only made it more frustrating that the tacked-on 20th century cultural and political values felt so fake as a result) and I liked the elements of a "mystery story" to the setting, with a few unanswered questions. But ONLY on two conditions: that either all of those mysteries are already explained in the DM section of the book, or that it is made clear that no future supplement would EVER "answer" those questions in a way that directly affects the Eos setting itself (leaving the DM free to solve those mysteries in his campaign any way he wishes).</p><p>Its fine if he wants to do a supplement about some other ship, that landed on some other world, that wouldn't have any impact on the campaign of a GM already playing in Eos.</p><p>It would be quite another if, say, the author presents this darkling mystery, and the DM thinks up a way to "solve" it in his campaign, only for the author to go on to "solve" it in a totally different way that completely screws the DM's campaign.</p><p>And NO, telling DM's "not to reveal this, you'll have to wait and see for our future supplement" is NOT a business or game design practice that works.</p><p>Look at Brave New World, look at Deadlands.</p><p>The games that do that kind of thing end up dead. D20's whole existence is as a reaction against that kind of story-based gaming, so if you want to succeed don't do that. Its not a clever way to get readers to buy your next product, its just a stupid way to piss people off.</p><p>Consider that some friendly advice.</p><p></p><p>But then, the author must already know all this, because he's a real game designer.</p><p></p><p>Nisarg</p></blockquote><p></p>
[QUOTE="Nisarg, post: 1905711, member: 19893"] There were some things, yes, but since most posters had thus far emphasized their positive reviews, I thought to jump in with what i felt were particular negative issues that in effect spoiled the setting for me (the rampant americanism, and tied into that the lack of real human cultural change in his future). In terms of what is good: let me say first of all that the layout of the pdf itself was very good, easy to follow; and the format of the book was very good too, as a kind of faux-history book (which in my mind is highly preferable to a white wolf-style lengthy fan-fiction piece at the front). In terms of the setting itself, probably the best thing about it is that it is one of those rare sci-fi games (like Blue Planet) that pretty much focuses only on one world. That said, it sounds from subsequent posts that the author intends to eventually go the route of Heavy Gear, and end up "expanding" the setting. He would be wise to study the case of HG and make sure he does not "expand" the setting into oblivion, by losing the original premise. I found the detail of the history very good, (which only made it more frustrating that the tacked-on 20th century cultural and political values felt so fake as a result) and I liked the elements of a "mystery story" to the setting, with a few unanswered questions. But ONLY on two conditions: that either all of those mysteries are already explained in the DM section of the book, or that it is made clear that no future supplement would EVER "answer" those questions in a way that directly affects the Eos setting itself (leaving the DM free to solve those mysteries in his campaign any way he wishes). Its fine if he wants to do a supplement about some other ship, that landed on some other world, that wouldn't have any impact on the campaign of a GM already playing in Eos. It would be quite another if, say, the author presents this darkling mystery, and the DM thinks up a way to "solve" it in his campaign, only for the author to go on to "solve" it in a totally different way that completely screws the DM's campaign. And NO, telling DM's "not to reveal this, you'll have to wait and see for our future supplement" is NOT a business or game design practice that works. Look at Brave New World, look at Deadlands. The games that do that kind of thing end up dead. D20's whole existence is as a reaction against that kind of story-based gaming, so if you want to succeed don't do that. Its not a clever way to get readers to buy your next product, its just a stupid way to piss people off. Consider that some friendly advice. But then, the author must already know all this, because he's a real game designer. Nisarg [/QUOTE]
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