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General Tabletop Discussion
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Should a TTRPG have a singular Core Rulebook or more?
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<blockquote data-quote="Celebrim" data-source="post: 9276481" data-attributes="member: 4937"><p>a) I am always hesitant to share my notes in an ongoing campaign because I never know what the players don't know will come back into play.</p><p></p><p>b) There is a part of me that is holding out hope that the brand manager of whatever the current Star Wars RPG is will come to me and go, "We want to publish a bounty hunter campaign and we heard you are the guy to contact." and it will end up spinning off into a Disney+ show about the adventures of some bounty hunters that will seriously be cooler than The Mandalorian because actual bounty hunters doing actual bounty hunting and situations with real stakes and a story arc that isn't over by the third episode and villains that actually make sense, etc.</p><p></p><p>c) Even if those concerns aren't realistic, my notes never get more than at best about 80% of what is needed to communicate the scenario. I never have the energy to put in that final bit of effort to make the notes publication worthy. I leave a lot up in my head because by experience I never know exactly what the players are going to do anyway. </p><p></p><p>d) I'm intensely afraid of judgment. I know my players enjoy my game, but like if they saw how the sausage was made behind the GM screen would they really admire the game/me as much? <em>shudder</em> I've seen my notes. Those dungeons where half the rooms were left blank because I was hoping they'd either never go to the location or wouldn't explore the whole thing. All that stuff I was making up on the fly and then recording for posterity. Maps that are just circles with arrows between them or large sections just simply left off the map to make up if and when needed. Etc. Sure 40,000 words for an adventure sounds impressive until you realize it's only about 40% of the adventure.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9276481, member: 4937"] a) I am always hesitant to share my notes in an ongoing campaign because I never know what the players don't know will come back into play. b) There is a part of me that is holding out hope that the brand manager of whatever the current Star Wars RPG is will come to me and go, "We want to publish a bounty hunter campaign and we heard you are the guy to contact." and it will end up spinning off into a Disney+ show about the adventures of some bounty hunters that will seriously be cooler than The Mandalorian because actual bounty hunters doing actual bounty hunting and situations with real stakes and a story arc that isn't over by the third episode and villains that actually make sense, etc. c) Even if those concerns aren't realistic, my notes never get more than at best about 80% of what is needed to communicate the scenario. I never have the energy to put in that final bit of effort to make the notes publication worthy. I leave a lot up in my head because by experience I never know exactly what the players are going to do anyway. d) I'm intensely afraid of judgment. I know my players enjoy my game, but like if they saw how the sausage was made behind the GM screen would they really admire the game/me as much? [I]shudder[/I] I've seen my notes. Those dungeons where half the rooms were left blank because I was hoping they'd either never go to the location or wouldn't explore the whole thing. All that stuff I was making up on the fly and then recording for posterity. Maps that are just circles with arrows between them or large sections just simply left off the map to make up if and when needed. Etc. Sure 40,000 words for an adventure sounds impressive until you realize it's only about 40% of the adventure. [/QUOTE]
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Should a TTRPG have a singular Core Rulebook or more?
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