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Games That Required Too Much Buy-In: Forked Thread: Games that didn't survive...
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<blockquote data-quote="Stormborn" data-source="post: 4445084" data-attributes="member: 14041"><p>How could I forget Mutants and Masterminds! There is all the effort of character creation (because somepeople just will not take a premade character and tweak it, no matter what) and then the complexity of an unfamiliar combat system. Tried it and it was DOA because it just too much work to do anything. Actually, I think all we did was a sample combat. </p><p></p><p></p><p>Another thing about MnM that I think realtes to buy-in is the kind of buy-in players and GMs are making. Even if this GM establishes a fairly clear setting and every one likes comics there are so many subtle shades of super hero comics that everyone comes to the table with a different idea. Super-hero team books can make wildly different characters work because a single mind (or two) is guiding the story. Even at the same PL its hard to have a character that would best be at home in Batman's Gotham another in Iron Man's New York and a third in Green Lantern Corps take on a villain that comes from Metropolis. Sure, it can be done, but it requires a certain kind of thought process on those involved and its those initial buy-ins and preconceptions that can drastically effect a game. </p><p></p><p>Both Unknown Armies and Mutants and Masterminds are on my list of "Games that I would really like to play/run a campaing in but probablly never will."</p><p></p><p>PS: I agree that Pendragon, while our brief campaigns went well, is ceratinly one of those games where everyone has to have the same mindset going into it or it fails. Its also a game where you have to be happy having random things incluence the development of your character as opposed to you choosing how they develop. Thats a big buy-in barrier for a lot of people.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 4445084, member: 14041"] How could I forget Mutants and Masterminds! There is all the effort of character creation (because somepeople just will not take a premade character and tweak it, no matter what) and then the complexity of an unfamiliar combat system. Tried it and it was DOA because it just too much work to do anything. Actually, I think all we did was a sample combat. Another thing about MnM that I think realtes to buy-in is the kind of buy-in players and GMs are making. Even if this GM establishes a fairly clear setting and every one likes comics there are so many subtle shades of super hero comics that everyone comes to the table with a different idea. Super-hero team books can make wildly different characters work because a single mind (or two) is guiding the story. Even at the same PL its hard to have a character that would best be at home in Batman's Gotham another in Iron Man's New York and a third in Green Lantern Corps take on a villain that comes from Metropolis. Sure, it can be done, but it requires a certain kind of thought process on those involved and its those initial buy-ins and preconceptions that can drastically effect a game. Both Unknown Armies and Mutants and Masterminds are on my list of "Games that I would really like to play/run a campaing in but probablly never will." PS: I agree that Pendragon, while our brief campaigns went well, is ceratinly one of those games where everyone has to have the same mindset going into it or it fails. Its also a game where you have to be happy having random things incluence the development of your character as opposed to you choosing how they develop. Thats a big buy-in barrier for a lot of people. [/QUOTE]
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