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Starcraft RPG: Who would be interested?
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<blockquote data-quote="mhacdebhandia" data-source="post: 3540653" data-attributes="member: 18832"><p>I said nope, I'd use some generic system, but that got me to thinking:</p><p></p><p>Most licensed games would probably be better off if they were written like <em>The Pirate's Guide to Freeport</em> - systemless, but providing all of the information you need to actually run a game there using whatever system you prefer. Then, you produce system-specific supplements which stat out NPCs, translate setting concepts into feats/magic/prestige classes, <em>et cetera</em>, according to the prospective market for each system.</p><p></p><p>A systemless setting book is just as good as a "proper" licensed RPG for the franchise-fans who will buy the book for the sake of the information it contains on the franchise - I still think most of the people who bought <em>Serenity</em> aren't playing games with it right now, and I <strong>know</strong> that about half of the people I know personally who bought the game never intended to play it - they just wanted more information on the <em>Firefly</em> 'verse.</p><p></p><p>In a way, it would be like those encyclopedias and visual companions for high-profile properties like <em>The Lord of the Rings</em>, <em>Star Trek</em>, and <em>Star Wars</em> - it would certainly have a lot more crossover appeal for seeming like a guide to the world of the game than an actual separate game you'd have to learn to play, and I don't think that being written like a systemless roleplaying setting would really harm it on the "setting bible" front.</p><p></p><p>This crossover, mass-market appeal might help to mitigate the costs of selling at least two separate books before you can actually play a game in the setting - although, of course, plenty of people who <strong>do</strong> intend to game with the systemless book will be planning on doing the mechanical work themselves, anyway. Again, I know of people who own <em>Serenity</em> purely as a setting bible for their <em>GURPS</em> or <em>Traveller</em> games.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3540653, member: 18832"] I said nope, I'd use some generic system, but that got me to thinking: Most licensed games would probably be better off if they were written like [i]The Pirate's Guide to Freeport[/i] - systemless, but providing all of the information you need to actually run a game there using whatever system you prefer. Then, you produce system-specific supplements which stat out NPCs, translate setting concepts into feats/magic/prestige classes, [i]et cetera[/i], according to the prospective market for each system. A systemless setting book is just as good as a "proper" licensed RPG for the franchise-fans who will buy the book for the sake of the information it contains on the franchise - I still think most of the people who bought [i]Serenity[/i] aren't playing games with it right now, and I [b]know[/b] that about half of the people I know personally who bought the game never intended to play it - they just wanted more information on the [i]Firefly[/i] 'verse. In a way, it would be like those encyclopedias and visual companions for high-profile properties like [i]The Lord of the Rings[/i], [i]Star Trek[/i], and [i]Star Wars[/i] - it would certainly have a lot more crossover appeal for seeming like a guide to the world of the game than an actual separate game you'd have to learn to play, and I don't think that being written like a systemless roleplaying setting would really harm it on the "setting bible" front. This crossover, mass-market appeal might help to mitigate the costs of selling at least two separate books before you can actually play a game in the setting - although, of course, plenty of people who [b]do[/b] intend to game with the systemless book will be planning on doing the mechanical work themselves, anyway. Again, I know of people who own [i]Serenity[/i] purely as a setting bible for their [i]GURPS[/i] or [i]Traveller[/i] games. [/QUOTE]
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