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Good Fluff, Bad Fluff [re: Flying off the shelves]
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<blockquote data-quote="rounser" data-source="post: 953742" data-attributes="member: 1106"><p>Make that three - adventures are considered fluff, but they're really the story, the guts of the game when it's actually being played.</p><p></p><p>I think that a good D&D game is a union of these three types of material - setting, rules and adventure. I think that gamers tend to try and make their own adventures almost as an afterthought, and that they like to obsess the most over settings, and buy the most of rules. This determines what sells the best.</p><p></p><p>Like gamers, designers love to create settings and rules - implementation of it all into the nitty gritty of an adventure seems like too much hard work. Far more fun to write about nations that never were and build a better ranger than to write a quality adventure - "quality" being the operative word. It's arguably a lot harder to write quality adventures than it is to write quality setting material or rules, simply because so many attempts are average or poor in comparison to setting material and crunch, leading to yet more of crunch and setting material selling best.</p><p></p><p>This is a pity, IMO, as most gamers are a lot worse at writing adventures than they think they are for reasons similar to the ones Psion touched on, and their buying habits prevent good adventures from getting written by designers (on a decent scale, too - publishers seem to prefer to set aside a small page count of say 32 pages to adventures, and go to town on setting books and rulebooks, leading to further loss of sales for adventures, never bothering to find out whether a 320 page campaign would sell), who themselves have an obsession with settings and crunch, because they're fun to design (and they sell). I doubt this feedback loop is going to break anytime soon.</p><p></p><p>Finally, everyone thinks they can write. You can type, can't you? A layman can look at a concert pianist in full flight and think "I can't do that without years of practice", but because he can put a word together, hey presto, he could be the next bestselling author any day now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="rounser, post: 953742, member: 1106"] Make that three - adventures are considered fluff, but they're really the story, the guts of the game when it's actually being played. I think that a good D&D game is a union of these three types of material - setting, rules and adventure. I think that gamers tend to try and make their own adventures almost as an afterthought, and that they like to obsess the most over settings, and buy the most of rules. This determines what sells the best. Like gamers, designers love to create settings and rules - implementation of it all into the nitty gritty of an adventure seems like too much hard work. Far more fun to write about nations that never were and build a better ranger than to write a quality adventure - "quality" being the operative word. It's arguably a lot harder to write quality adventures than it is to write quality setting material or rules, simply because so many attempts are average or poor in comparison to setting material and crunch, leading to yet more of crunch and setting material selling best. This is a pity, IMO, as most gamers are a lot worse at writing adventures than they think they are for reasons similar to the ones Psion touched on, and their buying habits prevent good adventures from getting written by designers (on a decent scale, too - publishers seem to prefer to set aside a small page count of say 32 pages to adventures, and go to town on setting books and rulebooks, leading to further loss of sales for adventures, never bothering to find out whether a 320 page campaign would sell), who themselves have an obsession with settings and crunch, because they're fun to design (and they sell). I doubt this feedback loop is going to break anytime soon. Finally, everyone thinks they can write. You can type, can't you? A layman can look at a concert pianist in full flight and think "I can't do that without years of practice", but because he can put a word together, hey presto, he could be the next bestselling author any day now. :rolleyes: [/QUOTE]
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Good Fluff, Bad Fluff [re: Flying off the shelves]
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