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Jon Peterson: Does System Matter?
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<blockquote data-quote="MGibster" data-source="post: 8198190" data-attributes="member: 4534"><p>This is one of those your miles may vary situations. I find it a lot easier to just purchase the main book so I have easy access to the rules and at least the basic setting information I need to make my participation a satisfactory experience. For me and most of my players, the $60 price tag for a new game isn't much of a barrier. I'm more concerned about having another book sitting on my shelf sitting unloved and unused than I am about money. For me, there's definitely been a correlation between campaigns I didn't particular care for and books I didn't purchase. I have two in the last 15 years I'm thinking of in particular and I can't recall their name and it's driving me nuts!</p><p></p><p>In my particular group, we've been using Savage Worlds off an on for more than five years now. I still have a player who asks me if he needs to roll a Wild Die when making a Vigor check. Cheat sheets are helpful and we've certainly used them in the past, when I run and when I'm a player, but I still run into this problem with my group. </p><p></p><p>The plethora of online resources has really been a godsend when it comes to introducing new players to a setting. When I ran Vampire 5th edition, only one player was familiar with the setting and I was able to recommend several lore videos on Youtube for them to get an idea of what it was all about. Youtube and fan Wikis are very, very useful resources for players and dungeon masters and they're both cheap. But, again, with my group, some of them just aren't going to read any of the material no matter how accessible I make it. My one page write ups for campaign settings usually consist of two paragraphs rather than a whole page.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8198190, member: 4534"] This is one of those your miles may vary situations. I find it a lot easier to just purchase the main book so I have easy access to the rules and at least the basic setting information I need to make my participation a satisfactory experience. For me and most of my players, the $60 price tag for a new game isn't much of a barrier. I'm more concerned about having another book sitting on my shelf sitting unloved and unused than I am about money. For me, there's definitely been a correlation between campaigns I didn't particular care for and books I didn't purchase. I have two in the last 15 years I'm thinking of in particular and I can't recall their name and it's driving me nuts! In my particular group, we've been using Savage Worlds off an on for more than five years now. I still have a player who asks me if he needs to roll a Wild Die when making a Vigor check. Cheat sheets are helpful and we've certainly used them in the past, when I run and when I'm a player, but I still run into this problem with my group. The plethora of online resources has really been a godsend when it comes to introducing new players to a setting. When I ran Vampire 5th edition, only one player was familiar with the setting and I was able to recommend several lore videos on Youtube for them to get an idea of what it was all about. Youtube and fan Wikis are very, very useful resources for players and dungeon masters and they're both cheap. But, again, with my group, some of them just aren't going to read any of the material no matter how accessible I make it. My one page write ups for campaign settings usually consist of two paragraphs rather than a whole page. [/QUOTE]
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