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Semi-Rant: Maturity and dumbing down a game
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<blockquote data-quote="barsoomcore" data-source="post: 2778171" data-attributes="member: 812"><p>Oh, come on.</p><p></p><p>Improving play has NOTHING to do with STYLE. It does you no good, for example, to try and write detailed NPC descriptions and histories if you're running a hack n slash game. You'll just frustrate yourself and annoy your players.</p><p></p><p></p><p>Listen to what you're saying.</p><p></p><p>What do YOU think is fun? How can anyone offer you suggestions to "make it more fun" without understanding your idea of fun? How can you decide what suggestions make sense unless you have some idea as to what is and isn't fun for you?</p><p></p><p>This board is FULL of suggestions on how to make a myriad of game styles more fun. Are you running a high-level classic D&D game? Read Piratecat. Want ideas on gritty, pulpy adventure? Post a Grim Tales thread and wait for Wulf to chime in. Want some wild campaign suggestion that will make your players giggle all night? Go read any post by JPL. We've got Joshua Dyal with the Burroughs/Howard/Tolkein dispensary, woodelf with sophisticated rules analysis, HeapThaumaturgist with the Modern mojo and a host of others all over the place with plenty of ideas good bad and irrelevant.</p><p></p><p>But before you can make use of any of them you have to decide what play style you want to try. And to do that, what else are you going to use besides your own taste?</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2778171, member: 812"] Oh, come on. Improving play has NOTHING to do with STYLE. It does you no good, for example, to try and write detailed NPC descriptions and histories if you're running a hack n slash game. You'll just frustrate yourself and annoy your players. Listen to what you're saying. What do YOU think is fun? How can anyone offer you suggestions to "make it more fun" without understanding your idea of fun? How can you decide what suggestions make sense unless you have some idea as to what is and isn't fun for you? This board is FULL of suggestions on how to make a myriad of game styles more fun. Are you running a high-level classic D&D game? Read Piratecat. Want ideas on gritty, pulpy adventure? Post a Grim Tales thread and wait for Wulf to chime in. Want some wild campaign suggestion that will make your players giggle all night? Go read any post by JPL. We've got Joshua Dyal with the Burroughs/Howard/Tolkein dispensary, woodelf with sophisticated rules analysis, HeapThaumaturgist with the Modern mojo and a host of others all over the place with plenty of ideas good bad and irrelevant. But before you can make use of any of them you have to decide what play style you want to try. And to do that, what else are you going to use besides your own taste? [/QUOTE]
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Semi-Rant: Maturity and dumbing down a game
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