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Game design that I'm surprised didn't make it into more books
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<blockquote data-quote="Gundark" data-source="post: 3667127" data-attributes="member: 6148"><p>I can see how it might come across that I was suggesting it was bad to use published materials. There are a lot of great published materials out there and I really have enjoyed a lot of them. What I meant is that when I want to write my own adventures it can be time consuming. You're right in pointing out that coming up with a concept is the same no matter what game system you use. You can't blame the system for that. My complaint was aimed at the time it takes to prep NPCs/work out the crunch elements of the adventure. Yes there are lots of good materials in which to borrow from. Dragon/Dungeon magazine are a great source of NPCs.</p><p></p><p>My point is that I think it's a design flaw that you have to borrow NPCs from other sources (dungeon/dragon/fantastic locations). While there are shortcuts, d20 generally takes significant time to prep crunch wise. Now every DM preps differently, some do minimal prep and fill in the details as they go, others like to prep more details. A good game should be able to accommodate both styles of game prep. I purchased Etools to help cut down on the prep time. The problem with Etools is that if you what to play in a different setting/game other that standard D&D (say Arcana Evolved for example) the program becomes less useful. </p><p></p><p>Now the long time it takes to stat NPCs doesn’t have to be an issue. We’ve seen that this isn’t a problem with d20 as a whole but a problem with the design of lots of d20 games out there. As mentioned in my original post Spycraft 2.0 is a complex game with a surprisingly quick crunch prep time. I can prep the crunch part of a Spycraft adventure in about an hour regardless of the level of the adventure.</p><p></p><p>The question I’m asking is: Given that we’ve seen how some d20 games have included a system to speed up the crunch prep of an adventure, why haven’t more publishers done this?</p></blockquote><p></p>
[QUOTE="Gundark, post: 3667127, member: 6148"] I can see how it might come across that I was suggesting it was bad to use published materials. There are a lot of great published materials out there and I really have enjoyed a lot of them. What I meant is that when I want to write my own adventures it can be time consuming. You're right in pointing out that coming up with a concept is the same no matter what game system you use. You can't blame the system for that. My complaint was aimed at the time it takes to prep NPCs/work out the crunch elements of the adventure. Yes there are lots of good materials in which to borrow from. Dragon/Dungeon magazine are a great source of NPCs. My point is that I think it's a design flaw that you have to borrow NPCs from other sources (dungeon/dragon/fantastic locations). While there are shortcuts, d20 generally takes significant time to prep crunch wise. Now every DM preps differently, some do minimal prep and fill in the details as they go, others like to prep more details. A good game should be able to accommodate both styles of game prep. I purchased Etools to help cut down on the prep time. The problem with Etools is that if you what to play in a different setting/game other that standard D&D (say Arcana Evolved for example) the program becomes less useful. Now the long time it takes to stat NPCs doesn’t have to be an issue. We’ve seen that this isn’t a problem with d20 as a whole but a problem with the design of lots of d20 games out there. As mentioned in my original post Spycraft 2.0 is a complex game with a surprisingly quick crunch prep time. I can prep the crunch part of a Spycraft adventure in about an hour regardless of the level of the adventure. The question I’m asking is: Given that we’ve seen how some d20 games have included a system to speed up the crunch prep of an adventure, why haven’t more publishers done this? [/QUOTE]
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