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<blockquote data-quote="Eysia" data-source="post: 264307" data-attributes="member: 6070"><p>First of all, I want to thank everyone for their responses. Other than the "there's no point in being original" posts, I learned a lot about people's approaches to creating something new, that's also of value.</p><p></p><p>But let's dig a little further.</p><p></p><p>The consensus of the thread so far, which we shall call our "assumptions" is:</p><p></p><p>1. The core rules need to be respected and encouraged (AV from WotC said this within the previous 54-page thread), but he didn't mind adding something to them (e.g. psionics).</p><p></p><p>2. Medieval technology level is paramount - but non-European cultures are okay (also AV from previous thread).</p><p></p><p>3. This thread came about discussing the WotC fantasy search so we're taking everyone's opinions with the twin grains of salt of marketability and profitabilty.</p><p></p><p>4. "The same as before but different" is the consensus approach. It seems everyone knocks SpellJammer and DarkSun 'cause they're too far left-field and therefore didn't sell well. This has nothing to do with their "orginality" or their grooviness; just a matter of sales.</p><p></p><p>Our next step is to examine our goals. Aside from being crowned Queen of the Setting Search, I believe that one should strive for two other goals:</p><p></p><p>1. Generate interest amongst old gaming sea dogs who have given up GMing/PCing and might be inspired to get back into it if a setting that grabbed their attention came out.</p><p></p><p>2. Expand the ranks of gamers by creating something that brings in new players (like Vampire the Masquerade did - as did Rifts and Cyberpunk in their day).</p><p></p><p>Give these consensual realities and ambitious goals, what can we do?</p><p></p><p>My method is in my "approach" to originality. I strongly believe that old gaming sea dogs HAVE seen it all (e.g. lesbian drow vampire constables) and getting them to wake up is fairly hard. Also new players are not easy either. We, as gamers, and specifically gaming GM's have to compete with the twin evils of television and cinema.</p><p></p><p>Do you guys read Penny Arcade (<a href="http://www.penny-arcade.com" target="_blank">www.penny-arcade.com</a>)? It's an amusing strip about video gaming, et. al. and the older character is always trying to get the young one to play a paper-n-dice RPG, when the kid will only play computer games.</p><p></p><p>That's the dilemna of the modern gaming enthusiast. We're out-classed! How do you compete with video games and their million-dollar budgets? Or how about Hollywood? It's so much easier to be passive and let things entertain you. It's mentally harder to role-play. I would guess that I'm preaching to the converted but I believe that this is a very serious point.</p><p></p><p>We *HAVE* to be better than TV and cinema to make gaming successful, not only for Hasbro but for ourselves. I'm not saying we should create PowerPoint presentations or quirky mood videos with Final Cut Pro or compete in any other multi-media way.</p><p></p><p>I'm saying that we grab the strengths of our medium (great storytelling, personal involvement with your character, comradery with your team, fantastic ideas) and run with them!</p><p></p><p>Given the obstacles before us, how can we settle for "kinda-like Forgotten Realms"?</p><p></p><p>Can't we come up with something that <strong>IS</strong> generally marketable <strong>AND</strong> inspiring? Something that's not just more of the same?</p><p></p><p>-Eysia</p></blockquote><p></p>
[QUOTE="Eysia, post: 264307, member: 6070"] First of all, I want to thank everyone for their responses. Other than the "there's no point in being original" posts, I learned a lot about people's approaches to creating something new, that's also of value. But let's dig a little further. The consensus of the thread so far, which we shall call our "assumptions" is: 1. The core rules need to be respected and encouraged (AV from WotC said this within the previous 54-page thread), but he didn't mind adding something to them (e.g. psionics). 2. Medieval technology level is paramount - but non-European cultures are okay (also AV from previous thread). 3. This thread came about discussing the WotC fantasy search so we're taking everyone's opinions with the twin grains of salt of marketability and profitabilty. 4. "The same as before but different" is the consensus approach. It seems everyone knocks SpellJammer and DarkSun 'cause they're too far left-field and therefore didn't sell well. This has nothing to do with their "orginality" or their grooviness; just a matter of sales. Our next step is to examine our goals. Aside from being crowned Queen of the Setting Search, I believe that one should strive for two other goals: 1. Generate interest amongst old gaming sea dogs who have given up GMing/PCing and might be inspired to get back into it if a setting that grabbed their attention came out. 2. Expand the ranks of gamers by creating something that brings in new players (like Vampire the Masquerade did - as did Rifts and Cyberpunk in their day). Give these consensual realities and ambitious goals, what can we do? My method is in my "approach" to originality. I strongly believe that old gaming sea dogs HAVE seen it all (e.g. lesbian drow vampire constables) and getting them to wake up is fairly hard. Also new players are not easy either. We, as gamers, and specifically gaming GM's have to compete with the twin evils of television and cinema. Do you guys read Penny Arcade ([url]www.penny-arcade.com[/url])? It's an amusing strip about video gaming, et. al. and the older character is always trying to get the young one to play a paper-n-dice RPG, when the kid will only play computer games. That's the dilemna of the modern gaming enthusiast. We're out-classed! How do you compete with video games and their million-dollar budgets? Or how about Hollywood? It's so much easier to be passive and let things entertain you. It's mentally harder to role-play. I would guess that I'm preaching to the converted but I believe that this is a very serious point. We *HAVE* to be better than TV and cinema to make gaming successful, not only for Hasbro but for ourselves. I'm not saying we should create PowerPoint presentations or quirky mood videos with Final Cut Pro or compete in any other multi-media way. I'm saying that we grab the strengths of our medium (great storytelling, personal involvement with your character, comradery with your team, fantastic ideas) and run with them! Given the obstacles before us, how can we settle for "kinda-like Forgotten Realms"? Can't we come up with something that [b]IS[/b] generally marketable [b]AND[/b] inspiring? Something that's not just more of the same? -Eysia [/QUOTE]
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