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How much does reality matter in your games?
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<blockquote data-quote="Henry" data-source="post: 1910438" data-attributes="member: 158"><p>I'm going to take a different tactic: I'm going to say that such a product would sell WELL, if done not with an eye toward the accuracy, but with an eye toward making games richer.</p><p></p><p>Think of it this way: Having recently read Barsoomcore's pirate adventure, it gave me a very good portrayal of the ship, the Ascot Marine, on which the action took place. Were I to write a similar story, or just describing things for my players, knowledge of the subject will help me.</p><p></p><p>BIG BUT... this will only be important to the extent of making it more fun for the DM and players. For a sailing ship, knowing terms like (what's a lateen sail?) or (the armory should go near the captain's cabin) or (what's a bo'sun actually do?) are important, but knowing that (cleaning barnacles was done with a spatula 14 inches in width, and the barnacles were of the genus and species X) would not be helpful. I hope I'm communicating my point properly, having not enough knowledge there as it is.</p><p></p><p>Look at Expeditious Retreat Press' Magical Medieval Society Series. Those things were AWESOME sellers, and highly recommended as resources for setting up a medieval culture and society, as well as a magical ecology. Books that treat a subject from a gamer's eye can be very popular, and spread at places like ENWorld and RPG.net like wildfire, and though you won't have a NY times bestseller, you could possibly have a modest hit that might sell well within the expectations of your market (PDF or print, for example).</p></blockquote><p></p>
[QUOTE="Henry, post: 1910438, member: 158"] I'm going to take a different tactic: I'm going to say that such a product would sell WELL, if done not with an eye toward the accuracy, but with an eye toward making games richer. Think of it this way: Having recently read Barsoomcore's pirate adventure, it gave me a very good portrayal of the ship, the Ascot Marine, on which the action took place. Were I to write a similar story, or just describing things for my players, knowledge of the subject will help me. BIG BUT... this will only be important to the extent of making it more fun for the DM and players. For a sailing ship, knowing terms like (what's a lateen sail?) or (the armory should go near the captain's cabin) or (what's a bo'sun actually do?) are important, but knowing that (cleaning barnacles was done with a spatula 14 inches in width, and the barnacles were of the genus and species X) would not be helpful. I hope I'm communicating my point properly, having not enough knowledge there as it is. Look at Expeditious Retreat Press' Magical Medieval Society Series. Those things were AWESOME sellers, and highly recommended as resources for setting up a medieval culture and society, as well as a magical ecology. Books that treat a subject from a gamer's eye can be very popular, and spread at places like ENWorld and RPG.net like wildfire, and though you won't have a NY times bestseller, you could possibly have a modest hit that might sell well within the expectations of your market (PDF or print, for example). [/QUOTE]
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