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General Tabletop Discussion
*TTRPGs General
If Everyone Loves Generic, Why Aren't Catalyst Books #1?
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<blockquote data-quote="Nagol" data-source="post: 4667045" data-attributes="member: 23935"><p>Many (most?) gamers turning to supplements do not want hassles in using the supplement at the table. That's why they're looking for supplements in the first place.</p><p></p><p>I've used of 'generic' supplements (Grimtooth's, Harn, Judge's Guild, GURPS settings, et al. ) and 'almost the same game' supplements (Palladium, MERP, T&T, C&S, Ars Magica) over the years as inspiration for settings, events and plots.</p><p></p><p>The problem comes in how generic is the supplement? The more generic, the fewer specifics can be included, so the less appropriate the supplement is to any particular game system and the greater the work required to really integrate the supplement with the game at the table.</p><p></p><p>I've seen supplements that effectively cater to any game (Whimsy cards and adventure decks spring to mind) and quite frankly, though usable in any game, the interaction of the supplement with the game itself is really limited.</p><p></p><p>Generic supplements work best when they are effective window dressing (Harn city maps), isolated in the game universe (the city on another plane/strange physics exist in the mist-filled valley/etc.), affect the meta-game environment (Whimsy Cards), or used as inspiration/adapted heavily to fit the game rules and assumptions in play. </p><p></p><p>Supplement use as inspiration can prove to be both time consuming and difficult to extend/convert to the game system at the table. The larger and more extensive the supplement, the longer the conversion and the greater probability of thorny problems appearing.</p></blockquote><p></p>
[QUOTE="Nagol, post: 4667045, member: 23935"] Many (most?) gamers turning to supplements do not want hassles in using the supplement at the table. That's why they're looking for supplements in the first place. I've used of 'generic' supplements (Grimtooth's, Harn, Judge's Guild, GURPS settings, et al. ) and 'almost the same game' supplements (Palladium, MERP, T&T, C&S, Ars Magica) over the years as inspiration for settings, events and plots. The problem comes in how generic is the supplement? The more generic, the fewer specifics can be included, so the less appropriate the supplement is to any particular game system and the greater the work required to really integrate the supplement with the game at the table. I've seen supplements that effectively cater to any game (Whimsy cards and adventure decks spring to mind) and quite frankly, though usable in any game, the interaction of the supplement with the game itself is really limited. Generic supplements work best when they are effective window dressing (Harn city maps), isolated in the game universe (the city on another plane/strange physics exist in the mist-filled valley/etc.), affect the meta-game environment (Whimsy Cards), or used as inspiration/adapted heavily to fit the game rules and assumptions in play. Supplement use as inspiration can prove to be both time consuming and difficult to extend/convert to the game system at the table. The larger and more extensive the supplement, the longer the conversion and the greater probability of thorny problems appearing. [/QUOTE]
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If Everyone Loves Generic, Why Aren't Catalyst Books #1?
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