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How RPGs nearly killed my creativity (and how I got it back)
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<blockquote data-quote="scourger" data-source="post: 1936098" data-attributes="member: 12328"><p><strong>yes, less is more</strong></p><p></p><p>Yeah, I learned this lesson with AD&D and just relearned it with d20. In my AD&D game, it was great with just the core books + Dungeon. Then, some of the brown (splat?) books crept in. It was good at first to have a few more options, but it got out of control. Thank goodness I never used any of the Player's Option stuff. I was much happier when I took my AD&D game back to the core. </p><p></p><p>I kept my 3.0 D&D game at the core. I used the 3 books plus the D&D Gazetteer. One of my biggest challenges was that I had a player who was a Greyhawk fanboy from way back. But, he did loan me the excellent book Greyhawk, The Adventure Begins. I had less use for the Living Greyhawk Gazetteer. Again, I ran a few adventures straight from Dungeon adapted to my version of the Greyhawk World. It was pretty good.</p><p></p><p>The lesson came later for all the other d20 stuff. I had to buy, read and get rid of a lot of other d20 books. Some were great. Most were not. I was and am intrigued by using the d20 rules to play in other genres using the D&D game. I still really like Omega World, Judge Dredd and Star Wars (technically its own game, but I like it). I even added mutants, judges and jedi in my current Shackled City game--along with aasimar paladin straight from the MM. It really works for me, and the players like it, too. The DragonStar StarFarer's Handbook is a great book, but it deosn't work as a game for me. I guess you have to go through a lot of sand & rocks to get a few nuggets of gold.</p><p></p><p>Fortunately, I never got into other d20 games: Modern, Cthulhu, Wheel of Time, M&M, etc. What I'm looking for now are good modules. They can be core d20 (by that I mean D&D) or a variant that allows me to run it with a game I already like (I'm hoping Slavelords of Cydonia will fit this bill with Omega World/Judge Dredd/Star Wars). But I do not need any sourcebooks or campaign settings (unless bundled with an adventure). </p><p></p><p>To me, sourcebooks exploit the market; modules grow the market. I hope to effect a market correction by restricting my purchases to adventures--and only the best ones at that.</p></blockquote><p></p>
[QUOTE="scourger, post: 1936098, member: 12328"] [b]yes, less is more[/b] Yeah, I learned this lesson with AD&D and just relearned it with d20. In my AD&D game, it was great with just the core books + Dungeon. Then, some of the brown (splat?) books crept in. It was good at first to have a few more options, but it got out of control. Thank goodness I never used any of the Player's Option stuff. I was much happier when I took my AD&D game back to the core. I kept my 3.0 D&D game at the core. I used the 3 books plus the D&D Gazetteer. One of my biggest challenges was that I had a player who was a Greyhawk fanboy from way back. But, he did loan me the excellent book Greyhawk, The Adventure Begins. I had less use for the Living Greyhawk Gazetteer. Again, I ran a few adventures straight from Dungeon adapted to my version of the Greyhawk World. It was pretty good. The lesson came later for all the other d20 stuff. I had to buy, read and get rid of a lot of other d20 books. Some were great. Most were not. I was and am intrigued by using the d20 rules to play in other genres using the D&D game. I still really like Omega World, Judge Dredd and Star Wars (technically its own game, but I like it). I even added mutants, judges and jedi in my current Shackled City game--along with aasimar paladin straight from the MM. It really works for me, and the players like it, too. The DragonStar StarFarer's Handbook is a great book, but it deosn't work as a game for me. I guess you have to go through a lot of sand & rocks to get a few nuggets of gold. Fortunately, I never got into other d20 games: Modern, Cthulhu, Wheel of Time, M&M, etc. What I'm looking for now are good modules. They can be core d20 (by that I mean D&D) or a variant that allows me to run it with a game I already like (I'm hoping Slavelords of Cydonia will fit this bill with Omega World/Judge Dredd/Star Wars). But I do not need any sourcebooks or campaign settings (unless bundled with an adventure). To me, sourcebooks exploit the market; modules grow the market. I hope to effect a market correction by restricting my purchases to adventures--and only the best ones at that. [/QUOTE]
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