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<blockquote data-quote="dragoner" data-source="post: 8329810" data-attributes="member: 6943731"><p>A few more I thought of:</p><p></p><p><strong><em>Authenticity is in the Execution.</em></strong> Trying to be too original is counter productive, say for example you have square wheels to be different, and write up a few pages explaining why you have square wheels. It becomes a mockery of the setting and in worst case scenario it gets known as the "Square Wheel" setting.</p><p></p><p><em><strong>Perfect is the Enemy of Good.</strong> </em>It will never be perfect, and one can spend a 1000 times the effort towards perfection as they did on the first 90% of the setting, and still never get to the point of perfection. Try to do it the best one can, except also know when to say when and stop.</p><p></p><p><em><strong>The Sandbox is more an ideal than reality.</strong></em> While it is often upheld as the holy grail of gaming, truth is that between the sandbox and railroad, it is like a number line and most games fall in the middle somewhere. Thus it is good to rough out some paths; with the most rewarding work is often in NPC's, at least for my games.</p></blockquote><p></p>
[QUOTE="dragoner, post: 8329810, member: 6943731"] A few more I thought of: [B][I]Authenticity is in the Execution.[/I][/B] Trying to be too original is counter productive, say for example you have square wheels to be different, and write up a few pages explaining why you have square wheels. It becomes a mockery of the setting and in worst case scenario it gets known as the "Square Wheel" setting. [I][B]Perfect is the Enemy of Good.[/B] [/I]It will never be perfect, and one can spend a 1000 times the effort towards perfection as they did on the first 90% of the setting, and still never get to the point of perfection. Try to do it the best one can, except also know when to say when and stop. [I][B]The Sandbox is more an ideal than reality.[/B][/I] While it is often upheld as the holy grail of gaming, truth is that between the sandbox and railroad, it is like a number line and most games fall in the middle somewhere. Thus it is good to rough out some paths; with the most rewarding work is often in NPC's, at least for my games. [/QUOTE]
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