Death or Glory?: the Future of RPGs

You have written nothing whatsoever about events in the AD&D field over the last year.

Neither have you put forward pretty concrete examples of anything.

There, you have used words to make claims that are actually intelligible enough to be recognized as false.

Here...
... you have "defined" what I gather to be references to 4e products -- Fortune Cards being a lot less cryptic than "today's cards", which suggested a day at the races -- with what look like reminders that Glasgow is the centre of Scotland's advertising industry.

It's a slight step forward in isolated instances of sense. Not only are these very close to being actual English sentences, but taken individually they form roughly comprehensible statements.

It's in the department of having a train of thought in the first place that the whole immediately goes off the rails. What on Earth is your point?

Here...
... you write, in essence that "these steps" -- by which I presume you mean the products listed above -- are not meant to be nasty and unmarketable but are meant to be tasty and big sellers. That assessment of course will disappoint all the people in Renton working so hard to produce horrible stinky stuff.

Just how, again, is this supposed to spell the doom of RPGs unless everyone heeds your call to ... do what???

You seem only to contradict yourself post by post, to the extent that a post seems to convey an actual position on anything. There is very simply no sustained argument at all, much less one with apparent relevance to the thread title you posted.

You're embarrassing yourself :eek: Perhaps you'd prefer to post to a thread that's more to your liking/ interests :)
 

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I agree with many of the points in the blog post cited in the OP.

These kinds of issues are why I made my game free, so that I can have wider distribution and bypass a lot of the restrictions on hard-copy games.

And I leaned away from things that a computer can do well (combat) and towards things a computer does poorly (social/mental).
 

I agree with many of the points in the blog post cited in the OP.

These kinds of issues are why I made my game free, so that I can have wider distribution and bypass a lot of the restrictions on hard-copy games.

And I leaned away from things that a computer can do well (combat) and towards things a computer does poorly (social/mental).


In suggesting the benefits of a 'balance', I'm after the doughnut with the jam, the icing and the hundreds and thousands, including combat.

Be interested in checking out the game - how about a link?
 




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