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Out with the old (Game design traditions we should let go)
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<blockquote data-quote="Lanefan" data-source="post: 8670135" data-attributes="member: 29398"><p>It is for me, therefore any system that doesn't allow it to happen is a non-starter. And while any system that can handle a long campaign can handle a short one, it seems the reverse isn't always true.</p><p></p><p>I'm also cynical enough to suggest that GMs running lots of short campaigns each using a different system is more to the advantage of game publishers than anyone else, as it means they get to sell more copies of more games. </p><p></p><p>But it also means GMs and players end up having to do work they wouldn't need to do (i.e. learning a new system each time; something that to me falls under the heading of unpleasant work) were they using a more universal system that could handle a broader scope of genres, playstyles, campaign lengths, and so forth - and as a side effect, a system that would thus only need to be purchased once.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8670135, member: 29398"] It is for me, therefore any system that doesn't allow it to happen is a non-starter. And while any system that can handle a long campaign can handle a short one, it seems the reverse isn't always true. I'm also cynical enough to suggest that GMs running lots of short campaigns each using a different system is more to the advantage of game publishers than anyone else, as it means they get to sell more copies of more games. But it also means GMs and players end up having to do work they wouldn't need to do (i.e. learning a new system each time; something that to me falls under the heading of unpleasant work) were they using a more universal system that could handle a broader scope of genres, playstyles, campaign lengths, and so forth - and as a side effect, a system that would thus only need to be purchased once. [/QUOTE]
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