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General Tabletop Discussion
*TTRPGs General
The Supplement Treadmill vs. The Alternatives
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<blockquote data-quote="Faraer" data-source="post: 3510677" data-attributes="member: 6318"><p>Of all media, RPGs, a medium which you do yourself rather than consume, perhaps <em>least</em> require additional books inherently. And indeed, most D&Ders don't buy them. The nature of what is published is severely twisted by the (perceived) commercial needs of publishers, such as the selling of supplements to players which is largely an innovation of the early 1990s.If I'm running a campaign in a published setting, nothing is more useful to me than information about that setting (including adventures set there), despite the one-time insistence of certain Wizards people that only 'crunch' is 'useful'.Because they <em>thought</em> they did, in reference to their dogmatic interpretation of the sales of <em>Lords of Darkness</em>. Their understanding is more nuanced now, as seen in the range of products and the spectrum of player types most products try to cater to.These people being the majority of those who would enjoy RPGing, which is what makes necessary the 'sell lots of books to a few people then do it again with a new edition' practice in the first place, and can only be overcome with seriously advertising, and probably changing, the game.On the other hand, Wizards could, though for whatever reason neither they or TSR ever tried, publish a real player's guide (rather than things like the nothing-of-the-kind <em>Player's Guide to Faerûn</em>) containing what people in the setting would know, minus DM's secrets -- much as Ed Greenwood did 25+ years ago for the players in the Knights of Myth Drannor campaign. (The Lords of Waterdeep are secret except for the Open Lord.)</p></blockquote><p></p>
[QUOTE="Faraer, post: 3510677, member: 6318"] Of all media, RPGs, a medium which you do yourself rather than consume, perhaps [i]least[/i] require additional books inherently. And indeed, most D&Ders don't buy them. The nature of what is published is severely twisted by the (perceived) commercial needs of publishers, such as the selling of supplements to players which is largely an innovation of the early 1990s.If I'm running a campaign in a published setting, nothing is more useful to me than information about that setting (including adventures set there), despite the one-time insistence of certain Wizards people that only 'crunch' is 'useful'.Because they [i]thought[/i] they did, in reference to their dogmatic interpretation of the sales of [i]Lords of Darkness[/i]. Their understanding is more nuanced now, as seen in the range of products and the spectrum of player types most products try to cater to.These people being the majority of those who would enjoy RPGing, which is what makes necessary the 'sell lots of books to a few people then do it again with a new edition' practice in the first place, and can only be overcome with seriously advertising, and probably changing, the game.On the other hand, Wizards could, though for whatever reason neither they or TSR ever tried, publish a real player's guide (rather than things like the nothing-of-the-kind [i]Player's Guide to Faerûn[/i]) containing what people in the setting would know, minus DM's secrets -- much as Ed Greenwood did 25+ years ago for the players in the Knights of Myth Drannor campaign. (The Lords of Waterdeep are secret except for the Open Lord.) [/QUOTE]
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The Supplement Treadmill vs. The Alternatives
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