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SAS D20 -- A disappointed view
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<blockquote data-quote="Marion Poliquin" data-source="post: 313638" data-attributes="member: 1170"><p><strong>Re: Re: Meeting Demand</strong></p><p></p><p></p><p></p><p>As in all things, there is no single answer. A lot depends on the design goal. </p><p></p><p>If a designer's main reason for using D20 is to use a good, proven engine without having to do everything from the ground up and tapping on the main D20 audience is an afterthought, then I guess that a designer might feel free to tweak the system as much as he wants. </p><p></p><p>If, on the other hand, your want to tap the main D20 audience, your design goal should be to remain as close as possible to D3D, Star Wars D20, Call of Cthulhu D20, etc. The two main selling points is minimal hassle in learning the rules and mix and matching resources. Apparently, lots of people buy D20 products looking for stuff to use in an ongoing D20 campaign - A DESIGNER WHO WISHES TO TAP THIS AUDIENCE SHOULD MAKE IT AS EASY AS POSSIBLE FOR THOSE GAMERS.</p><p></p><p>The only reasons I can see for putting out a D20 version of an existing game is:</p><p>a) to tap the D20 audience and bring its attention on your existing game line, and</p><p>b) to tap the D20 audience and drop the old game line as soon as D20 becomes more profitable. </p><p>Both of these reasons require the D20 version to be as faithful as possible to the other core D20 games (D3D, CoC, WoT, SW) to get maximum effect. This doesn't garantee success - any half-assed attempts like Deadlands D20 will probably fail - but the success of both Spycraft and Rokugan, seem to indicate that this is the case. Personally, I can't see why the designers would choose to make major, sweeping changes and lose most of the system familiarity - because if your efforts don't attract the main D20 crowd all your left with is two near-twin game lines that compete with each other.</p></blockquote><p></p>
[QUOTE="Marion Poliquin, post: 313638, member: 1170"] [b]Re: Re: Meeting Demand[/b] As in all things, there is no single answer. A lot depends on the design goal. If a designer's main reason for using D20 is to use a good, proven engine without having to do everything from the ground up and tapping on the main D20 audience is an afterthought, then I guess that a designer might feel free to tweak the system as much as he wants. If, on the other hand, your want to tap the main D20 audience, your design goal should be to remain as close as possible to D3D, Star Wars D20, Call of Cthulhu D20, etc. The two main selling points is minimal hassle in learning the rules and mix and matching resources. Apparently, lots of people buy D20 products looking for stuff to use in an ongoing D20 campaign - A DESIGNER WHO WISHES TO TAP THIS AUDIENCE SHOULD MAKE IT AS EASY AS POSSIBLE FOR THOSE GAMERS. The only reasons I can see for putting out a D20 version of an existing game is: a) to tap the D20 audience and bring its attention on your existing game line, and b) to tap the D20 audience and drop the old game line as soon as D20 becomes more profitable. Both of these reasons require the D20 version to be as faithful as possible to the other core D20 games (D3D, CoC, WoT, SW) to get maximum effect. This doesn't garantee success - any half-assed attempts like Deadlands D20 will probably fail - but the success of both Spycraft and Rokugan, seem to indicate that this is the case. Personally, I can't see why the designers would choose to make major, sweeping changes and lose most of the system familiarity - because if your efforts don't attract the main D20 crowd all your left with is two near-twin game lines that compete with each other. [/QUOTE]
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