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How do you feel about learning new rule systems?
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<blockquote data-quote="Kodiak3D" data-source="post: 8032702" data-attributes="member: 53660"><p>In my opinion, sales being the primary goal is part of the problem with a lot of games. It stifles the creativity. While yes, sales would be wonderful, we're not fooling ourselves into thinking we're going to create the next D&D or Pathfinder and quit our day jobs. We're more interested in creating a good game that fits into the same niche that we fall into. Creating a new system isn't about making everyone happy. That's impossible, especially in RPG's. It's not about making people play the way we want, it's about finding out if people are interested in the way we want to play. If they are, and they want to help support our idea financially, all the better.</p><p></p><p>My friend and I (and our entire gaming group) are in our 40's and have played together for 25 years. We've played tons of different game systems in that time and have watched how things have changed over the years. Much like anyone else we really like some of the changes, and some not so much. </p><p></p><p>For example: back in the day (as I make myself sound ancient), you would find products like the 2nd edition AD&D splatbooks for the different regions of the Forgotten Realms. While yes, there was always some game material in them, they were more intended to fill out the world. It carried over into 3rd edition before it changed into a bigger focus on stats rather than worldbuilding. If I recall correctly, this was when Monte Cook left WotC and made his famous post about "chewy vs. crunchy." (I'd provide a link, but I can't find it. If anyone knows what I'm talking about and can share, please do.)</p><p></p><p>We're interested in creating a game that fits our vision of gaming and, hopefully, find others that enjoy it. If not, everyone is certainly welcome to continue playing whatever game they enjoy. That's what gaming is about, enjoyment.</p></blockquote><p></p>
[QUOTE="Kodiak3D, post: 8032702, member: 53660"] In my opinion, sales being the primary goal is part of the problem with a lot of games. It stifles the creativity. While yes, sales would be wonderful, we're not fooling ourselves into thinking we're going to create the next D&D or Pathfinder and quit our day jobs. We're more interested in creating a good game that fits into the same niche that we fall into. Creating a new system isn't about making everyone happy. That's impossible, especially in RPG's. It's not about making people play the way we want, it's about finding out if people are interested in the way we want to play. If they are, and they want to help support our idea financially, all the better. My friend and I (and our entire gaming group) are in our 40's and have played together for 25 years. We've played tons of different game systems in that time and have watched how things have changed over the years. Much like anyone else we really like some of the changes, and some not so much. For example: back in the day (as I make myself sound ancient), you would find products like the 2nd edition AD&D splatbooks for the different regions of the Forgotten Realms. While yes, there was always some game material in them, they were more intended to fill out the world. It carried over into 3rd edition before it changed into a bigger focus on stats rather than worldbuilding. If I recall correctly, this was when Monte Cook left WotC and made his famous post about "chewy vs. crunchy." (I'd provide a link, but I can't find it. If anyone knows what I'm talking about and can share, please do.) We're interested in creating a game that fits our vision of gaming and, hopefully, find others that enjoy it. If not, everyone is certainly welcome to continue playing whatever game they enjoy. That's what gaming is about, enjoyment. [/QUOTE]
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