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selling a system change
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3554285" data-attributes="member: 22882"><p>To sell a system change, you need to do one of two things:</p><p></p><p>1. Say "I'm running this system, who's playing?," which works with a lot of players but will lose some.</p><p></p><p>2. Actually sell the change in terms of how it will benefit the players.</p><p></p><p>Now I'll be honest - I would never, ever make the switch you're talking about. While d20 Call of Cthulhu is an excellent <em>book</em> (it's a great resource for a Mythos campaign using any rulesset, provides d20 stats for key Mythos creatures, and incorporates an interesting alternate magic system), it's not all that great of a <em>system</em>. Especially compared to d20 Modern, which is a very, very good and customizable implementation of the d20 system.</p><p></p><p>So, the first thing you can do is try to sell <em>me</em> on the switch, as someone who is very much opposed to it. Explain how it will benefit <em>me</em> as though I were one of your players. It's a safe bet I'll be a tougher sell than them, because I'm one of the very few 100% 'system matters' people on enworld (as opposed to rpg.net, where they're fairly common).</p><p></p><p>"Selling someone" on something means making them want it: explaining how it will benefit them, even if it means creating a perceived need where none existed before.</p><p></p><p>So, how would YOU sell ME on switching to d20 CoC? What would I get from making the change?</p><p></p><p>Sample things an RPG can provide over another (you'll have to explain how d20 CoC provides one or more over d20 Modern, because I don't think it does) include:</p><p></p><p>Simulation of chosen source material</p><p>Interesting tactical choices</p><p>Ways to address a compelling theme through play</p><p>Speed of play</p><p>Realism</p><p>Power fantasy</p><p>In-play rewards for immersion in a character</p><p>Increased comaraderie at the table</p><p></p><p>Note that I'm not necessarily interested in all of those categories (in general or specifically for a game that crosses the d20 CoC/d20 Modern line), I'm just saying they are possibile approaches you could explore. Each individual player will have different buttons to push - one might be interested largely in tactics, another in power fantasy, a third in immersion. You'll be better equipped than anyone here to determine which buttons to push for each of your players.</p><p></p><p>The key thing is to make sure to push YOUR PLAYERS' buttons, not to project your own onto them. If you have a jones for realism and think d20 CoC does it better, but your players are a pack of tacticians and narrativists, you need to address them in those terms.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3554285, member: 22882"] To sell a system change, you need to do one of two things: 1. Say "I'm running this system, who's playing?," which works with a lot of players but will lose some. 2. Actually sell the change in terms of how it will benefit the players. Now I'll be honest - I would never, ever make the switch you're talking about. While d20 Call of Cthulhu is an excellent [I]book[/I] (it's a great resource for a Mythos campaign using any rulesset, provides d20 stats for key Mythos creatures, and incorporates an interesting alternate magic system), it's not all that great of a [I]system[/I]. Especially compared to d20 Modern, which is a very, very good and customizable implementation of the d20 system. So, the first thing you can do is try to sell [I]me[/I] on the switch, as someone who is very much opposed to it. Explain how it will benefit [I]me[/I] as though I were one of your players. It's a safe bet I'll be a tougher sell than them, because I'm one of the very few 100% 'system matters' people on enworld (as opposed to rpg.net, where they're fairly common). "Selling someone" on something means making them want it: explaining how it will benefit them, even if it means creating a perceived need where none existed before. So, how would YOU sell ME on switching to d20 CoC? What would I get from making the change? Sample things an RPG can provide over another (you'll have to explain how d20 CoC provides one or more over d20 Modern, because I don't think it does) include: Simulation of chosen source material Interesting tactical choices Ways to address a compelling theme through play Speed of play Realism Power fantasy In-play rewards for immersion in a character Increased comaraderie at the table Note that I'm not necessarily interested in all of those categories (in general or specifically for a game that crosses the d20 CoC/d20 Modern line), I'm just saying they are possibile approaches you could explore. Each individual player will have different buttons to push - one might be interested largely in tactics, another in power fantasy, a third in immersion. You'll be better equipped than anyone here to determine which buttons to push for each of your players. The key thing is to make sure to push YOUR PLAYERS' buttons, not to project your own onto them. If you have a jones for realism and think d20 CoC does it better, but your players are a pack of tacticians and narrativists, you need to address them in those terms. [/QUOTE]
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