Reynard
aka Ian Eller
That's cute and all, but it doesn't refute the fact that Blades is well supported by the community, both fan and pro. So feel free to feel smug but you did not actually make a point worth noting.
That's cute and all, but it doesn't refute the fact that Blades is well supported by the community, both fan and pro. So feel free to feel smug but you did not actually make a point worth noting.
That's cute and all, but it doesn't refute the fact that Blades is well supported by the community, both fan and pro. So feel free to feel smug but you did not actually make a point worth noting.
In terms of a TTRPG, by what metric do we try and determine whether it is or was a success?
Hey, you are the one that linked a "clever" site to make a point, amounting to "what's that got to do with the price of tea in China?" I was just dismissing your "clever" comment by pointing out that it did indeed matter if Blades was supported by a community and not just the publisher.And what point worth noting did you make, sir?
Hey, you are the one that linked a "clever" site to make a point, amounting to "what's that got to do with the price of tea in China?" I was just dismissing your "clever" comment by pointing out that it did indeed matter if Blades was supported by a community and not just the publisher.
If you want to actually discuss the point, maybe actively make an argument regarding how official versus unofficial support interacts with the idea of "success." If you don't and prefer to just post memes, expect that folks might not take you particularly seriously.
I find it hard to quantify RPG success. I agree that it can be defined in different ways. Some ways areThis came up in another thread and I am curious what folks feel about this broadly.
In terms of a TTRPG, by what metric do we try and determine whether it is or was a success?
The first and most obvious way is monetary. Did it fund really strongly crowdsourcing? Does it sell well, both as a core system and supplements? That sort of thing.
There is also the question of support. Does a game have to have ongoing support to be a "success"? Does ongoing support automatically mean it is a success?
What about actual play? How many people should be playing a game regularly for it to be a success? If there are lots of games at convention or on VTT platforms, does that mean it is a success? How many home groups need to be playing it?
What do you think? In your opinion, what makes a TTRPG a success and how do you measure that?