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General Tabletop Discussion
*TTRPGs General
The necessity of an introductory adventure with a new RPG
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<blockquote data-quote="gamerprinter" data-source="post: 5989268" data-attributes="member: 50895"><p>I'm not sure how a designer of a game system is going to know when a given reader has enough experience to run prepped material on his own?</p><p> </p><p>I get that a given publisher might not be able to best create a published adventure, but if a reader is less experienced, perhaps even looking at running his very first RPG, how are they going to handle the system without seeing a sample adventure - or at least the start of one, so he better understands the rules in use.</p><p> </p><p>If a given GM/reader of the book is a good GM in other games, and can grasp the new set of rules, I can see that GM chosing not to run the intro adventure and running his own game from the start, because he might be able to run a better game. But that should be a choice, not forced upon the new GM.</p><p> </p><p>I still think an intro adventure is mandatory.</p><p> </p><p>Unless you're a game designer that never intended to write an adventure, writing systems only, why design a game, if you can't create a good adventure? I wonder if you can't write a good adventure, why you are even designing RPG games in the first place?</p><p> </p><p>In the creation of my game setting, I made sure to have members of my team capable of doing whatever it is, I wasn't best at. We had someone who write a great adventure, but if I hadn't I probably wouldn't be wasting my time creating a setting in the first place.</p><p> </p><p><strong><a href="http://rpg.drivethrustuff.com/product/91394/The-Gift%3A-Curse-of-the-Golden-Spear-Part-1-%28PFRPG%29?manufacturers_id=2373" target="_blank">The Curse of the Golden Spear</a></strong> trilogy are great intro adventures for the Kaidan setting. If they weren't I wouldn't have a productline to sell. Had I done so without the adventures, I'd have much dimished returns.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5989268, member: 50895"] I'm not sure how a designer of a game system is going to know when a given reader has enough experience to run prepped material on his own? I get that a given publisher might not be able to best create a published adventure, but if a reader is less experienced, perhaps even looking at running his very first RPG, how are they going to handle the system without seeing a sample adventure - or at least the start of one, so he better understands the rules in use. If a given GM/reader of the book is a good GM in other games, and can grasp the new set of rules, I can see that GM chosing not to run the intro adventure and running his own game from the start, because he might be able to run a better game. But that should be a choice, not forced upon the new GM. I still think an intro adventure is mandatory. Unless you're a game designer that never intended to write an adventure, writing systems only, why design a game, if you can't create a good adventure? I wonder if you can't write a good adventure, why you are even designing RPG games in the first place? In the creation of my game setting, I made sure to have members of my team capable of doing whatever it is, I wasn't best at. We had someone who write a great adventure, but if I hadn't I probably wouldn't be wasting my time creating a setting in the first place. [B][URL="http://rpg.drivethrustuff.com/product/91394/The-Gift%3A-Curse-of-the-Golden-Spear-Part-1-%28PFRPG%29?manufacturers_id=2373"]The Curse of the Golden Spear[/URL][/B] trilogy are great intro adventures for the Kaidan setting. If they weren't I wouldn't have a productline to sell. Had I done so without the adventures, I'd have much dimished returns. [/QUOTE]
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