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The Dilemma of the Simple RPG
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<blockquote data-quote="Rygar" data-source="post: 7714471" data-attributes="member: 6756765"><p>I disagree with the article.</p><p></p><p>First, for some number of players (New and old) more rules are much better than fewer rules. Fewer rules begat arguments at the table about how a thing or things are supposed to work, which invariably leads to the end of games. No one wants to play a game where every action takes ten minutes of arguing to agree on how something works.</p><p></p><p>Second, the article seems to suppose that one must purchase every rule book that's released. A group need not purchase anything other than the core books for an RPG and they can be happy forever. </p><p></p><p>Third, rule books aren't the only income generator, nor are they the optimal one. The optimal income generator is in Adventures. GM'ing becomes a heck'uva lot easier when all you have to do is read a few dozen pages instead of writing a few dozen pages. It lets time-limited people play the game, it lets imagination-challenged people play the game, it grows the customer base. Which is why WOTC's decision to axe Dungeon magazine and go with a digital platform that will have very limited penetration is extremely confusing, they basically shot their growth curve in the foot. </p><p></p><p>Simple RPG's aren't a magic bullet. RPG's that don't generate ambiguity and have ample ready to use material are a magic bullet.</p></blockquote><p></p>
[QUOTE="Rygar, post: 7714471, member: 6756765"] I disagree with the article. First, for some number of players (New and old) more rules are much better than fewer rules. Fewer rules begat arguments at the table about how a thing or things are supposed to work, which invariably leads to the end of games. No one wants to play a game where every action takes ten minutes of arguing to agree on how something works. Second, the article seems to suppose that one must purchase every rule book that's released. A group need not purchase anything other than the core books for an RPG and they can be happy forever. Third, rule books aren't the only income generator, nor are they the optimal one. The optimal income generator is in Adventures. GM'ing becomes a heck'uva lot easier when all you have to do is read a few dozen pages instead of writing a few dozen pages. It lets time-limited people play the game, it lets imagination-challenged people play the game, it grows the customer base. Which is why WOTC's decision to axe Dungeon magazine and go with a digital platform that will have very limited penetration is extremely confusing, they basically shot their growth curve in the foot. Simple RPG's aren't a magic bullet. RPG's that don't generate ambiguity and have ample ready to use material are a magic bullet. [/QUOTE]
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