buzz
Adventurer
Chaosium isn't a particularly good example of sound business strategy.Ron said:This business model is still followed by Chaosium and it is the way I like it.
Chaosium isn't a particularly good example of sound business strategy.Ron said:This business model is still followed by Chaosium and it is the way I like it.
SW setting supplements are also designed with the assumption that you'll play through them in about a six-session arc and then move on to the next book. It's not expected that you'll buy a setting and then play it (and not buy anything else) for four years or whatever.mmadsen said:Savage Worlds is aimed at buys adults who have money but not time. The goal was design a game that was fast furious fun.
The supplement treadmill certainly relies on this assumption. WW's Changeling had spines that, if you collected all the books and put then on your shelf in release order, would reveal a big picture. I.e., the collectability of the books was as much a priority as their use for actually playing a game.mmadsen said:...but most "gamers" pick up "games" primarily to read them.
mmadsen said:Savage Worlds is aimed at buys adults who have money but not time. The goal was design a game that was fast furious fun.
The interesting thing is that when you design a game to be played it makes for a bland read, but most "gamers" pick up "games" primarily to read them.
IIRC, Mearls is also a proponent (w/r/t to turning a profit) of both "prestige" product and "tool" products. The former being books like Ptolus or the leatherette bound D&D books, i.e., expensive, high-production-value products that target the older fans who have more disposable income. The latter being stuff like DDM, FlipMats, Tact-Tiles, Area Templates, map tiles, etc; basically, useful tools that you can use in your game right now with zero effort.rounser said:I think it was Mike Mearls who pointed out that "you don't need RPG companies". Past the initial set of core books, there's nothing much the game really needs. That's the dirty little open secret that everyone already knows.
You need to buy the nWoD core book, too.Imaro said:So depending upon what power level you want to play at, the game can cost as little as $34.99 to play.
buzz said:You need to buy the nWoD core book, too.
I'm not sure how one can reconcile your point about "not needing money" with WW's standard release schedule. They practically invented the treadmill.
Ah, my apologies. I did not know this.Imaro said:No you don't...It's a stand alone game, all the rules are in Scion: Hero. It's not even set in the nWoD.
buzz said:Ah, my apologies. I did not know this.
Is there any expectation, though, that you'd need all three Scion books to get "all" the rules?
Six sessions??? You must have it confused with another system. At the recommended 2-3 XP per session (plus Bennie conversion), six sessions will hardly let you make it to Seasoned, much less Veteran, Heroic, or Legendary...buzz said:SW setting supplements are also designed with the assumption that you'll play through them in about a six-session arc and then move on to the next book. It's not expected that you'll buy a setting and then play it (and not buy anything else) for four years or whatever.
I used to own Necessary Evil, and IIRC, it was setup to be a finite campaign that played out in a reasonable number of sessions. I'd thought that Rippers and Evernight were similar. Built-in endpoints + F,F,F play = quick movement through supplements.Dragon Snack said:Six sessions??? You must have it confused with another system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.