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The Dilemma of the Simple RPG
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<blockquote data-quote="Von Ether" data-source="post: 7714640" data-attributes="member: 15582"><p>According to SW design philosophy, "rich" can equal "redundant." That's why it has one healing power (instead of three or more) and while damage comes in different template shapes (cone, AOE, blast) but Burning hands and Acid Spray are Trappings of the same power, not two separate powers. (And that's why if a sneaky SW GM knows they are getting players who come from a DnD background usually cut and paste powers into a new document with the trappings they want already applied.)</p><p></p><p>Getting back on track for the thread; Sometimes designers create rules for the sheer demand of it, regardless of the lure of money. </p><p></p><p>The Mind Reading power was a second edition SW power that Shane fought hard against. He didn't see a need for it, mostly because his own style of gaming avoids telepathy since it's a problematic power. But his customers demanded it. (He originally whipped it up on t a forum thread as an unofficial power to placate people, but it stuck.)</p><p></p><p>On an even bigger scale, Troll Lord Games originally announced a Castle Keepers Guide simply because DnD comes in three books, but quickly backpedaled on it as they thought it wouldn't hold anything essential to Castles and Crusades play.</p><p></p><p>But fans kept clamoring for a CKG with additional (though optional) rules for <em>years</em>! TLG held firm that the CKG announcement was a mistake and they had no real plans to make such a product because any GM could easily tweak the game as they saw fit. (These guys were OSR before there was an OSR.)</p><p></p><p>But eventually they did it after reading forums and emails about how some GMs didn't have the time, or confidence, to do so and wanted a TLGs product to point them in the right direction. </p><p></p><p>I don't know how well it's done for them, but they keep printing it to this day.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 7714640, member: 15582"] According to SW design philosophy, "rich" can equal "redundant." That's why it has one healing power (instead of three or more) and while damage comes in different template shapes (cone, AOE, blast) but Burning hands and Acid Spray are Trappings of the same power, not two separate powers. (And that's why if a sneaky SW GM knows they are getting players who come from a DnD background usually cut and paste powers into a new document with the trappings they want already applied.) Getting back on track for the thread; Sometimes designers create rules for the sheer demand of it, regardless of the lure of money. The Mind Reading power was a second edition SW power that Shane fought hard against. He didn't see a need for it, mostly because his own style of gaming avoids telepathy since it's a problematic power. But his customers demanded it. (He originally whipped it up on t a forum thread as an unofficial power to placate people, but it stuck.) On an even bigger scale, Troll Lord Games originally announced a Castle Keepers Guide simply because DnD comes in three books, but quickly backpedaled on it as they thought it wouldn't hold anything essential to Castles and Crusades play. But fans kept clamoring for a CKG with additional (though optional) rules for [I]years[/I]! TLG held firm that the CKG announcement was a mistake and they had no real plans to make such a product because any GM could easily tweak the game as they saw fit. (These guys were OSR before there was an OSR.) But eventually they did it after reading forums and emails about how some GMs didn't have the time, or confidence, to do so and wanted a TLGs product to point them in the right direction. I don't know how well it's done for them, but they keep printing it to this day. [/QUOTE]
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