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Looking for feedback on my Game Bloody Quest.
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<blockquote data-quote="GMMichael" data-source="post: 7346528" data-attributes="member: 6685730"><p>Reply-edit: I wanted to understand what I didn't understand, so I read enough DTRPG to find out that there are three books. The full-size preview comes from the Player's book, and it looks like the quick preview comes from the Core book. I'll assume that the Player's book makes sense after reading the Core book. However, I'm not sure that new players will want to read two books to be able to play the game. Again, I'll assume that the core book is a real page-turner, so both players and GMs will breeze right through it on their way to their respective books.</p><p></p><p>After downloading and reading some of the Core book...I found lots of the definitions that begin the Player's book. They made more sense with the additional explanations in the Core book, but now it looks sort of redundant. I appreciate the presentation of fundamental glossary terms right up front, but as the newbie reader, I'm still asking "for what do I need these terms? How is this game played?"</p><p></p><p>So you might throw a simple game demo up front or a short discussion of how to actually play, and then spend some time explaining the terms that are needed to play the game? That would give them more context.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7346528, member: 6685730"] Reply-edit: I wanted to understand what I didn't understand, so I read enough DTRPG to find out that there are three books. The full-size preview comes from the Player's book, and it looks like the quick preview comes from the Core book. I'll assume that the Player's book makes sense after reading the Core book. However, I'm not sure that new players will want to read two books to be able to play the game. Again, I'll assume that the core book is a real page-turner, so both players and GMs will breeze right through it on their way to their respective books. After downloading and reading some of the Core book...I found lots of the definitions that begin the Player's book. They made more sense with the additional explanations in the Core book, but now it looks sort of redundant. I appreciate the presentation of fundamental glossary terms right up front, but as the newbie reader, I'm still asking "for what do I need these terms? How is this game played?" So you might throw a simple game demo up front or a short discussion of how to actually play, and then spend some time explaining the terms that are needed to play the game? That would give them more context. [/QUOTE]
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Looking for feedback on my Game Bloody Quest.
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