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Legends and Lore : The Fine Art of Dungeon Mastering
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<blockquote data-quote="JamesonCourage" data-source="post: 5678620" data-attributes="member: 6668292"><p>I hope that's the case. I recently finished my 353 page RPG. 50 pages pf it is an example setting, to help show mechanics in use (as well about 5 pages of that deals directly with mechanics, while the rest deals with guiding potential GMs towards other, more useful areas (in my mind). Though I spent a lot of time trying to come up with a very balanced game mechanically, I don't think it's the most important aspect of play, and my <em><em>Running a Game</em></em> chapter is definitely colored by that perspective.</p><p></p><p>If his point is that in the future, he thinks it would be more useful to include rules to help everyone have a good time, and more advice on how to have a fun game, that seems like a good idea. He is going to run into the problem of different ideas of fun, but if he keeps things pretty broad it'll be useful enough. Just touch on different preferences, and strongly highlight communication within the group. Then when the group comes to a compromise, have a blast with the advice given, and the rules crafted for fun. Just my thoughts, though, if that's the direction he's going.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5678620, member: 6668292"] I hope that's the case. I recently finished my 353 page RPG. 50 pages pf it is an example setting, to help show mechanics in use (as well about 5 pages of that deals directly with mechanics, while the rest deals with guiding potential GMs towards other, more useful areas (in my mind). Though I spent a lot of time trying to come up with a very balanced game mechanically, I don't think it's the most important aspect of play, and my [I][I]Running a Game[/I][/I] chapter is definitely colored by that perspective. If his point is that in the future, he thinks it would be more useful to include rules to help everyone have a good time, and more advice on how to have a fun game, that seems like a good idea. He is going to run into the problem of different ideas of fun, but if he keeps things pretty broad it'll be useful enough. Just touch on different preferences, and strongly highlight communication within the group. Then when the group comes to a compromise, have a blast with the advice given, and the rules crafted for fun. Just my thoughts, though, if that's the direction he's going. As always, play what you like :) [/QUOTE]
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