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Looking At The Abstract Of Game Design
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<blockquote data-quote="Christopher Helton" data-source="post: 7708936" data-attributes="member: 6804772"><p>Considering that I am considering running a game with the Classic Marvel Super-Heroes game from TSR, I don't believe that there are obsolete systems either. I think in RPGs it would be more a case of designing for a specific place and use, and then moving on. I think that this type of "obsolescence" could be game lines that are designed and created with the intention of being complete in a limited number of books, like what Green Ronin did with the <strong>DC Adventures</strong> game, for example. Games based on licensed properties are always going to have an end point to them, so I think that the best design approach is to make sure that when that line does eventually end the end result is a game that is still playable.</p></blockquote><p></p>
[QUOTE="Christopher Helton, post: 7708936, member: 6804772"] Considering that I am considering running a game with the Classic Marvel Super-Heroes game from TSR, I don't believe that there are obsolete systems either. I think in RPGs it would be more a case of designing for a specific place and use, and then moving on. I think that this type of "obsolescence" could be game lines that are designed and created with the intention of being complete in a limited number of books, like what Green Ronin did with the [B]DC Adventures[/B] game, for example. Games based on licensed properties are always going to have an end point to them, so I think that the best design approach is to make sure that when that line does eventually end the end result is a game that is still playable. [/QUOTE]
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