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ICv2 Interview: Greg Leeds on the Game Market and Wizard of the Coast
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<blockquote data-quote="Wicht" data-source="post: 6189512" data-attributes="member: 221"><p>Let me begin by disagreeing with you here quite strongly. I play 4 hour self contained PFRPG games every year at Cons. I have <a href="http://rpg.drivethrustuff.com/product/107645/Up-From-Darkness-%28PFRPG%29" target="_blank">written several of them</a>, <a href="http://rpg.drivethrustuff.com/product/95894/Frozen-Wind-%28PFRPG%29" target="_blank">some of which</a> are entertaining enough (to me) that I have run them multiple years. It is quite doable using the current rules.</p><p></p><p>They still require some pre-prep on the part of the DM however; though if I had greater resources I could probably produce a product that reduced this prep time considerably. </p><p></p><p>What it requires is that the writer go into the project with the mindset of writing a satisfying self-contained adventure specifically designed to be finished in a four hour time slot. But it can be done. </p><p></p><p>There is also a big difference between the two and four hour time periods for such a thing. Two hours is simply not enough time to do it very well in the same way. You need time to allow character and story exploration, even with pregenerated characters and a tight plot. I agree "one night" is a standard play period of time, but that period of time simply cannot be only two hours long to give the same experience. It won't work as well, in my opinion. </p><p></p><p></p><p></p><p></p><p>You are describing Descent. Which is fun, but not a satisfying RPG. Moreover, perception is reality in marketing. If your target audience perceives the basic game to be a Descent variant, or something like, then it doesn't matter if you can add complexity, that is the reputation the product will have and those looking for greater complexity will glom onto other games first. Trying to produce a game that is all things to all people is something of a fool's errand. You can do it, but you're going to have a hard time marketing and selling it well because it will never do any one thing as good as the game that focuses on a more core set of targets. </p><p></p><p>Like I said, I am skeptical. I wish them well, but think the goal is a bit of a miss from the beginning if it is truly the goal.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6189512, member: 221"] Let me begin by disagreeing with you here quite strongly. I play 4 hour self contained PFRPG games every year at Cons. I have [URL="http://rpg.drivethrustuff.com/product/107645/Up-From-Darkness-%28PFRPG%29"]written several of them[/URL], [URL="http://rpg.drivethrustuff.com/product/95894/Frozen-Wind-%28PFRPG%29"]some of which[/URL] are entertaining enough (to me) that I have run them multiple years. It is quite doable using the current rules. They still require some pre-prep on the part of the DM however; though if I had greater resources I could probably produce a product that reduced this prep time considerably. What it requires is that the writer go into the project with the mindset of writing a satisfying self-contained adventure specifically designed to be finished in a four hour time slot. But it can be done. There is also a big difference between the two and four hour time periods for such a thing. Two hours is simply not enough time to do it very well in the same way. You need time to allow character and story exploration, even with pregenerated characters and a tight plot. I agree "one night" is a standard play period of time, but that period of time simply cannot be only two hours long to give the same experience. It won't work as well, in my opinion. You are describing Descent. Which is fun, but not a satisfying RPG. Moreover, perception is reality in marketing. If your target audience perceives the basic game to be a Descent variant, or something like, then it doesn't matter if you can add complexity, that is the reputation the product will have and those looking for greater complexity will glom onto other games first. Trying to produce a game that is all things to all people is something of a fool's errand. You can do it, but you're going to have a hard time marketing and selling it well because it will never do any one thing as good as the game that focuses on a more core set of targets. Like I said, I am skeptical. I wish them well, but think the goal is a bit of a miss from the beginning if it is truly the goal. [/QUOTE]
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ICv2 Interview: Greg Leeds on the Game Market and Wizard of the Coast
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