The Gaming Ideal

Ideal Percentage of Crunch and Flavor

  • 100% Crunch - 0% Flavor

    Votes: 2 0.5%
  • 90% Crunch - 10% Flavor

    Votes: 6 1.5%
  • 80% Crunch - 20% Flavor

    Votes: 25 6.3%
  • 70% Crunch - 30% Flavor

    Votes: 47 11.8%
  • 60% Crunch - 40% Flavor

    Votes: 55 13.9%
  • 50% Crunch - 50% Flavor

    Votes: 87 21.9%
  • 40% Crunch - 60% Flavor

    Votes: 68 17.1%
  • 30% Crunch - 70% Flavor

    Votes: 71 17.9%
  • 20% Crunch - 80% Flavor

    Votes: 25 6.3%
  • 10% Crunch - 90% Flavor

    Votes: 8 2.0%
  • 0% Crunch - 100% Flavor

    Votes: 3 0.8%

Best number of players at the table:
4.

How often should you be able to game:
Once a week

How long should those sessions be:
6-8 hours.

Crunch v. flavor:
Fifty-fifty. Crunch is good, but the flavour gives ideas for how to use it.

What form should off-the shelf books be in, and how much should they reasonably cost?
Small supplements in paperback (Arms & Equipment guide should have been that), larger supplements in Hardcover. Pdf for the weird little things (101 Spellbooks etc).
 

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1.) What is the best number of players at the table, whether as a DM or player yourself?
My current group is 5 people plus a DM. I think 4-5 is ideal.

2.) How often should you be able to game in an ideal world?
Ideally? Once a week sounds good. My group is getting to a high enough level though where I need more than a week for prep time. Busy busy busy :D

3.) How long should those sessions be?
I would say 4-6 hours is ideal

4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?
What really interests me is a good story. What I enjoy most about DMing is pulling bits and pieces of story and creating my own. Making PrC's, spells, etc. I find I can do on my own.

5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?
Some sort of mass combat book. We need one. I'm eagerly waiting for Malhavoc's Cry Havoc to come out in print. I'll probably pick it up (sorry if this isn't generic enough :) )
 

1.) 3

2.) Bi-weekly (2 times each month)

3.) 6-8 hours

4.) The crunch part (30%) would be mostly meaningful advancement/change on the character sheet which can make the player happy while not requiring times. Otherwise quick combat and resolution for situation are a must, and can't be erased.

5.) Universal Vehicle/Mecha book Hardback full color 400 pages 50$
 

1.)
4-5. I had a really good session last night with just three players and myself as GM.

2.)
Once a week would be fine, especially if I was running the game. I am curious as to the age breakdown of those who wish to game more. When I was 18, I would have certainly said twice a week or maybe even more. Now I am old and married. :D

3.)
4-5 hours. The days of the marathon session are behind me

4.)
I am much better at creating flavor than crunch, so I like to have some crunch in the books I buy. But I find it hard to justify spending $30 on, say, a book of feats, when I know I will only use a few of the items within. Flavor books, as inspiration, seem more worth it to me.

5.)
I'd like a book that will help me translate from flavor to crunch and vice versa. Crunch is fine, if it is "flavored up". Those Dragon articles that showed how feats can maniferst theselves in character traits and role playing were great for this purpose, imho. I generally prefer hardcover, but content and prodcution (art, layout, etc) is more important than hard or softcover. $30 for a 200-250 page HC is reasonable.

As a concrete example, I really like Privateer's Monsternomicon. It has plenty of crunch (it's a monster book, after all), but all the flavor text for each monster and the other flavor in general is a well-spring of ideas. It's a $30 HC book that is 240 pages.


Hope it helps you out, Mark.
 

1.) What is the best number of players at the table
Four players, one DM.

2.) How often should you be able to game in an ideal world?
As often as I want :P.
Ok, how about twice a week?

3.) How long should those sessions be?
Six to seven hours, including socialization and such.

4.) what are some of the specifics behind your vote?
I want crunch that fits the flavor. Book of The Righteous is a perfect example. Here's a total cosmology, and here's the rules to go with it. I want crunch on non-game-mechanics things, too -- tell me specifics. Even better, give me insight into why decisions were made so I can adjust as I see fit.

5.) If you could choose the single best next book to become available to you
Oh, my. So much power!
How about a Creature Collection with multiple index cards (ala the Game Mechanics initiative cards) and map counters for each creature in the SRD, including some modified with templates and class levels? 3.5E of course.

PDF 8 bucks because I'd have to print it myself and cut out the counters.
On cardstock, I'd pay 30 bucks if the stuff was good.
 

1.) What is the best number of players at the table, whether as a DM or player yourself?

6 Players is ideal.

2.) How often should you be able to game in an ideal world?

once per week, with FT jobs and families once per week is an ideal escape.

3.) How long should those sessions be?

5-7 hours.

4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?

I think the flavor should be consistant, like when I watch the LotR, I expect a certain level of middle earth flavor. The crunch should be there, every session. Now the crunch can be a good role-playing session or a near death combat sequence but my favorite is when the players figure out the sub plots of the campaign then advance in the story line,

5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?

Return of the boxed set... I would like to see a mega adventure boxed set from 1st level to 20th level. Campaign in a box. Price, I'd say $30.00.
No more race and PC books... I do however like the softback NPC books with various fleshed out NPC's.
Spell cards, Encounter cards, I love the idea. I remember a publisher mentioing these some time ago but I haven't seen them yet. I'd pay $25.00 for a box of spell cards from the PHB and MM Encounter cards.
 

1.) What is the best number of players at the table, whether as a DM or player yourself?
3-5 including the GM.
2.) How often should you be able to game in an ideal world?
Once a week.
3.) How long should those sessions be?
6h.
4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote]?
I voted 80/20, because I strongly dislike the classic dungeon crawls & combats. It's about roles, you know?
5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?
John Norman's Gor D20 hardback for a max of $30
 

Great topic, Mark.

Mark said:

1.) What is the best number of players at the table, whether as a DM or player yourself?

I'd say 5 or 6. At 4, players are too busy making sure you've got a healer, a trap-tripper, an arcane spellcaster, and a frontline fighter. Add one or two more and you can start getting some more interesting variations on party composition.

2.) How often should you be able to game in an ideal world?

Ideally, I prefer a weekly weeknight game. If you can get a weekend every-other-week schedule going like clockwork, that's good, too.

3.) How long should those sessions be?

For weekly, 3-4 hours. For weekend, 8-10 hours.

4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?

I went 70-30. I think the reason that my groups have worked so well is that we all seem to be about the same on that scale. Put in a little bit of role-playing to light up the world a bit, but we're all gamists at heart and like figuring out how to overcome challenges.

5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?

It depends on the nature of the book. Adventures should be print and softcover. They don't see perpetual use, so hardcover expense isn't necessary.

Player's classbooks are fine softcover. They're of limited use.

Monster books hardcover if of the length of the old MM or larger, they can be softcover if they're smaller--in the latter case they're again, probably not going to get lugged to every gaming session, and probably don't need the extra protection.

Campaign guides get huge amounts of abuse. Thank Deneir the FRCS came in hardcover--it's suffered enough abuse as it is.

EVERYTHING should come as pdf. There are just too many situations where having searchable files is useful.

Thanks very much for your time and indulgence... :) [/B][/QUOTE]
 

1.) What is the best number of players at the table, whether as a DM or player yourself? Six.

2.) How often should you be able to game in an ideal world? Once per week.

3.) How long should those sessions be? 10+ hours

4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote? I haven't voted yet, but I'll probably vote 50/50. My reasoning is that my players all have different wants, and if I stick to the middle, everyone is disappointed equally.

5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)? It would be a skills-and-feats psionics book that totally blew me away, it would be hardback, and it would cost $25.
 

1.) What is the best number of players at the table, whether as a DM or player yourself?

It depends on the game. As a D&D DM, I always prefer at least 4 players. More than 6 creates space problems, but I am willing to do it and have run about as many as 8-9 players in the past. For other (d20) games, 2 has been my minimum with the same preferred maximum.

As a player, I really don't care about the minimum number of other players as long as the group has the skills to complete the mission. I've never had the problem of too many fellow players keeping me from playing.

2.) How often should you be able to game in an ideal world?

Once per week with an occasional weekend game.

3.) How long should those sessions be?

3-4 hours weekly and 6-8 hours on the weekend occasion.

4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?

I voted 60% Crunch to 40% Flavor. Here's why. As a player, I most enjoy cutting to the chase or getting to the action. Combat is usually the action. So, I voted for 60% Crunch. I am less happy when the story or role playing drags on interminably, as I get bored. But I want enough flavor text to set up and sustain the story so that I'm not just playing one wargame scenarion after another. So, I voted 40% Flavor.

I almost voted 50/50 as a DM. As a DM, I naturally value the same aspects of the game that I like as a player. So, I want to set up the story and move to the battle(s) as quickly as possible. In terms of a module or game, that means I like enough Flavor to get to the Crunch. But, I want just enough Crunch to bring alive the Flavor. If it sounds confusing, which it is, see my answer to 5 for more details.

5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?

The single best next book that could become available to me would be a combination campaign setting with adventures. My personal preference would be for a low-magic setting (like the late 18th Century American Colonial Frontier or Old West) integrating extant 3.5 character classes, skills & combat (from the PHB) and firearms rules (from the DMG). I could even go for Conquistadors in Central and South America with a fair amount of magic if it was historically grounded (not like Maztica). The bottom line is that I will not buy another campaign setting full of Crunchy bits that never gets the first published adventure. I had several in my hands (e.g. Testament, Dogs of War, Demon Wars, Midnight, etc.) last weeknd but did not purchase them as I have too many such books already from version 3.0. I do not want to learn a bunch of new rules for classes, skills and combat when the d20 system works just fine for most applications. By extension, d20 Modern doesn't do anything for me, and I don't own it; but I might get it for the right campaing like Gamma World IF it has adventures. In the above Old West example, I have Deadlands d20 and Sidewinder d20. Both are great games, but I don't want to learn a lot of new rules mechanics when I can drop D&D character classes pretty much straight into the Old West with the existing rules. For example, I don't need a new skill like Gunplay or Quick Draw to supplant and confuse the core d20 feat Quick Draw and/or skill Sleight of Hand. I might use the statistics for firearms, but that's probably it.

I want enough simple, new rules (Crunchy) that are relevant and compelling to bring the new campaign setting (Flavor) to life. A brilliant example of this dynamic is the Omega World mini-game by J. Tweet published in Dungeon/Polyhedron. That game presents three (3) simple, new mutant races; one (1) new class; a couple new skills & feats; and just a few releveant combat changes (Crunch) to bring an awesome campaign setting alive (Flavor). The rest of the mini-game is devoted to a bestiary and DMing tips. Brilliant. Plus the conciseness of it means that the transition from 3.0 to 3.5 is the easiest of ANY of the dozens of 3.0 games I have. Genius.

(Incidentally, the next d20 book I get will probably be Dungeon/Polyhedron. It is the most bang for my buck.)

Another great example is Judge Dredd d20. Mongoose published the core book which presented just enough new rules Crunch to be relevant to the new setting Flavor. For the default Judge campaign, there are only two (2) new classes, a few new skills & feats, some tweaks to combat, and a simple psionics section. The Judge characters are a little more powerful, especially with better equipment; but I find that fun for players. Then, they printed a DM screen, four (4) modules and several supplements. Even though I don't use the supplements in my game (yet), I still bought them and mostly enjoyed reading them.

A simple, core d20 setting book with several adventures is the product I want to buy. I believe the market was glutted with modules when 3.0 was fresh. Sales of modules then dropped. The first campaing settings sold well, so many publishers are now producing campaign books. I believe sales of those products will dip as well. I think a combined product (or product LINE) is the way to go (recognizing that only DMs really buy adventures but all players may buy a campaing setting).

As far as media, I prefer print to electronic (PDF). I particularly prefer print if the page count is over 50 because I'll have to print it anyway. Also, I can flip through a print product at my favorite local game store, which is much better than a preview on the computer. I prefer hard back to soft back (although I have purchased many soft back books).

Price doesn't really matter to me if the product is good. Of course, less expensive is better (but I don't want CHEAP). I dropped $90 for the core 3.5 books, so I'll spend $20-$50 for my ideal game/book or more for a good line of proucts.

I hope some publisher(s) read this post...
 

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