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Robin Laws posts a column about the industry that's actually salient and sane
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<blockquote data-quote="buzz" data-source="post: 2885291" data-attributes="member: 6777"><p>I have to concur that these are brilliant; I and the other battlemat swag guy in our group jumped on these things. Personally, they obviated my need for FD's <em>BattleBox</em>; that was a product that sounded great to me in concept, but in execution ended up being useless to me. The counters were the only things I was at all interested in keeping.</p><p></p><p>As soon as BC Products releases hex'ed Tact-Tiles, I'm gonna be all over them as well.</p><p></p><p></p><p>We played the old <em>Circus Imperium</em> hover-chariot racing game by FASA this past weekend instead of our regular D&D game. Honestly, I had more fun doing this than I have playing any of my regular RPGs lately. It took minimal time to learn, and we got in two full games befre our typical quitting time. And I am very much <em>not</em> a war/board-gamer.</p><p></p><p>The whole time, I was sitting there trying to figure out why it was that my D&D and HERO sessions felt less enjoyable in comparison. Why the 20-minute:4-hour fun ratio with them and 4-hour:4-hour ratio with <em>Circus Impreium</em>?</p><p></p><p>In contrast, I ran the indie FRPG <em>Burning Wheel</em> for my regular HERO group the night before. As much as I was hoping that it would blow away my players, they seemed non-plussed. BW is phenomenal, IMO, but complicated enough that it could conceivably take a few sessions to get things running smoothly.</p><p></p><p>Would my group be willing to make that investment? It didn't seem so. They already know HERO back-to-front. Even the players who were excited about trying something new obviously had a lot of inertia to overcome.</p><p></p><p>So, I've got this awesome RPG that I will probably only ever get to play at GenCon or when I run events at Gameday... and it's ony one of many RPGs I own that are in the same boat. This sort of ticks me off, but what can I do? RPGs, even mechanically simple ones, <em>do</em> require quite a bit of time and effort to master, and run smoothest once that mastery has been achieved. Where is the incentive for my players to start from scratch all the time?</p></blockquote><p></p>
[QUOTE="buzz, post: 2885291, member: 6777"] I have to concur that these are brilliant; I and the other battlemat swag guy in our group jumped on these things. Personally, they obviated my need for FD's [I]BattleBox[/I]; that was a product that sounded great to me in concept, but in execution ended up being useless to me. The counters were the only things I was at all interested in keeping. As soon as BC Products releases hex'ed Tact-Tiles, I'm gonna be all over them as well. We played the old [i]Circus Imperium[/i] hover-chariot racing game by FASA this past weekend instead of our regular D&D game. Honestly, I had more fun doing this than I have playing any of my regular RPGs lately. It took minimal time to learn, and we got in two full games befre our typical quitting time. And I am very much [i]not[/i] a war/board-gamer. The whole time, I was sitting there trying to figure out why it was that my D&D and HERO sessions felt less enjoyable in comparison. Why the 20-minute:4-hour fun ratio with them and 4-hour:4-hour ratio with [i]Circus Impreium[/i]? In contrast, I ran the indie FRPG [i]Burning Wheel[/i] for my regular HERO group the night before. As much as I was hoping that it would blow away my players, they seemed non-plussed. BW is phenomenal, IMO, but complicated enough that it could conceivably take a few sessions to get things running smoothly. Would my group be willing to make that investment? It didn't seem so. They already know HERO back-to-front. Even the players who were excited about trying something new obviously had a lot of inertia to overcome. So, I've got this awesome RPG that I will probably only ever get to play at GenCon or when I run events at Gameday... and it's ony one of many RPGs I own that are in the same boat. This sort of ticks me off, but what can I do? RPGs, even mechanically simple ones, [i]do[/i] require quite a bit of time and effort to master, and run smoothest once that mastery has been achieved. Where is the incentive for my players to start from scratch all the time? [/QUOTE]
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