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<blockquote data-quote="Stormfalcon" data-source="post: 1617589" data-attributes="member: 11604"><p>If you find yourself rewriting the entire game to suit the needs of you and your players, then you're playing the wrong game entirely and should find a different one to use. Apparently you have, and that's great. True, you wouldn't be using adventures and other support material straight up, but to be honest, I don't think a GM truly worth his or her salt would use the stuff straight up anyway, at least not outside tournament or RPGA play. </p><p></p><p>I do tend to limit my use of such materials as merely inspirations and mix-and-match to my devious rat-bastard heart's content. I can't be entirely sure that players haven't been peeking into the adventures or not, so I assume that they have and throw in as many curves as I can. True, it involves work beforehand to get the disparate elements to work at times, but oftentimes I find it well worth the effort, and it makes the adventures and other material still worth picking up.</p><p></p><p>However, we're going even further astray at this point. We have an honest difference in opinions and viewpoints. I honestly do not see the rules contributing or detracting from a game's maturity level. It may contribute or detract from a particular genre that it's supposed to be portraying, but not the maturity level. That's entirely up to the setting and campaign used, the proverbial fluff. Of course, that's my viewpoint of the matter and we seem to be in disagreement there.</p><p></p><p>From what I'm reading of what you've posted so far, it seems that you're somehow looking at gamer maturity level and projecting that as game maturity level. The way I see it, it doesn't matter how many or how few rules a game is going to have. A mature player will still be mature, and an immature player is still going to be immature, at least until the immature player grows up and becomes a mature one. However, rules are not going to contribute or detract from that process, since that process is based upon that individual and his or her experiences in life. </p><p></p><p>As for the matter of material that's strictly for the low-rules crowd, that'll depend on just how big a market there is for it in the first place. I don't doubt that there's a market, as you and others make evident. It's just a question as to whether there's one big enough to be worth publishing for. Then again, with the number of responses to both the poll and the thread stating a preference for the status quo (and I'll admit to being one of those as well), it'll be hard to get writers and publishers to steer away from the easier money.</p></blockquote><p></p>
[QUOTE="Stormfalcon, post: 1617589, member: 11604"] If you find yourself rewriting the entire game to suit the needs of you and your players, then you're playing the wrong game entirely and should find a different one to use. Apparently you have, and that's great. True, you wouldn't be using adventures and other support material straight up, but to be honest, I don't think a GM truly worth his or her salt would use the stuff straight up anyway, at least not outside tournament or RPGA play. I do tend to limit my use of such materials as merely inspirations and mix-and-match to my devious rat-bastard heart's content. I can't be entirely sure that players haven't been peeking into the adventures or not, so I assume that they have and throw in as many curves as I can. True, it involves work beforehand to get the disparate elements to work at times, but oftentimes I find it well worth the effort, and it makes the adventures and other material still worth picking up. However, we're going even further astray at this point. We have an honest difference in opinions and viewpoints. I honestly do not see the rules contributing or detracting from a game's maturity level. It may contribute or detract from a particular genre that it's supposed to be portraying, but not the maturity level. That's entirely up to the setting and campaign used, the proverbial fluff. Of course, that's my viewpoint of the matter and we seem to be in disagreement there. From what I'm reading of what you've posted so far, it seems that you're somehow looking at gamer maturity level and projecting that as game maturity level. The way I see it, it doesn't matter how many or how few rules a game is going to have. A mature player will still be mature, and an immature player is still going to be immature, at least until the immature player grows up and becomes a mature one. However, rules are not going to contribute or detract from that process, since that process is based upon that individual and his or her experiences in life. As for the matter of material that's strictly for the low-rules crowd, that'll depend on just how big a market there is for it in the first place. I don't doubt that there's a market, as you and others make evident. It's just a question as to whether there's one big enough to be worth publishing for. Then again, with the number of responses to both the poll and the thread stating a preference for the status quo (and I'll admit to being one of those as well), it'll be hard to get writers and publishers to steer away from the easier money. [/QUOTE]
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