What we need is the PDF equivalent of hole-punched books that can be put together in a binder. That would avoid the centralization problem and (presumably) make it possible to integrate both first and third party content.I know. It's a terrible idea.
And yet books really aren't a great medium either - as soon as the first supplement is published looking anything up becomes more challenging, and it only gets worse with time. Much of this material should be available in some sort of cross-referenced electronic form. Especially as more and more games move online, or at least have easy access to internet-capable devices.
(And add to that the problem that a hardback book needs to be of significant size to be worth publishing, which means it needs material to fill out those pages, even if all they have are a bunch of random name tables. Electronic publishing means no need to hit an exact page count, which gives more flexibility.)
Isn't this more about gelling will the group? I agree that for certain personalities, a session zero may not be enough to have them alter their play style sufficiently to fit in with the rest of the players. Some players have the self awareness to understand that they just are not interested in certain styles of game play or certain genres. Others seem to feel entitled to having other players make adjustments for them, rather than adjusting their preferred play style....genre as in genre of the story. What you can or cannot do and what kind of character you can or cannot create in a slasher flick is very different from a game that tries to capture the feeling of a Hong Kong action cinema. The consequences of the same action would also be different.
I hear where you are coming from. Personally, I love to play in games run by engaging and experienced game masters who are experts in a setting, genre, historical period, etc. But it can be challenging as a player who is new to a setting to have to be continually corrected. With the right game master the corrections can be part of the fun--you learn more about the setting. With other game masters or players, however, it becomes canon-lawyering. Ultimately it comes down to how much the newbie is willing to invest into learning the setting and how much the other players are willing to invest into bringing the newbie up to speed. Really not much difference than introducing someone to a new rules system, but with some settings and genres the learning curve for canon is much higher than that for the rules.I was following your argument up until really these sentences. One of the reasons why I am not a fan of running or playing in TTRPGs set in many IPs* - mainly ones with a lot of associated other lore (e.g., novels, comics, television, movies, video games, etc.) - is because I'm not much of a fan of needing "guides" to play through a setting, regardless of how knowledgable those guides (myself included) may be about the setting. Plus, knowledge of a place/setting/genre doesn't make them a good game master any more than being a leading expert in your academic field makes you a good teacher.
* I do have exceptions.
Isn't this more about gelling will the group? I agree that for certain personalities, a session zero may not be enough to have them alter their play style sufficiently to fit in with the rest of the players. Some players have the self awareness to understand that they just are not interested in certain styles of game play or certain genres. Others seem to feel entitled to having other players make adjustments for them, rather than adjusting their preferred play style.
And even if they mostly get the genre, they can still get weirdly hung up on certain images. I was running Mutants and Masterminds set at the Claremont Academy (think Professor X's School for Gifted Children). One player patterned her PC as a teenage version of Constantine... including wanting to pack a pistol... in a school. I helped her set up a direct spell attack much like a mystical energy blast instead. She still harped on and on about packing a pistol... in a school.I think there are definitely cases where one or more players just don't get the genre, and where smart mechanics can help guide them more than any general notion of gelling with the group or intuiting what the GM is going for.
I have experienced that type. Once in a Call of Cthulhu game a guy wanted to carry a B.A.R. rifle around everywhere "under his trench coat". City streets, hospitals, libraries, wherever!And even if they mostly get the genre, they can still get weirdly hung up on certain images. I was running Mutants and Masterminds set at the Claremont Academy (think Professor X's School for Gifted Children). One player patterned her PC as a teenage version of Constantine... including wanting to pack a pistol... in a school. I helped her set up a direct spell attack much like a mystical energy blast instead. She still harped on and on about packing a pistol... in a school.
As if anyone needs an excuse to watch Young Justice again.I'd much prefer all of that to a GM telling me to watch Young Justice as prep.
So how big was this hypothetical trench coat? Was it like the TARDIS? Bigger in the inside than on the outside? It would bloody have to be.I have experienced that type. Once in a Call of Cthulhu game a guy wanted to carry a B.A.R. rifle around everywhere "under his trench coat". City streets, hospitals, libraries, wherever!