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Things I Wish Publishers Did/Included?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9262354" data-attributes="member: 7044704"><p>It's kind of odd how much that's fallen out of favor over the years. I can remember most of the earliest games I owned back in the 70s dedicating a page or two to designer's notes, and those were old hex-and-counter wargames with comparatively brief rulebooks. Even some of the dinky little $3 microgames would often have a paragraph or three, and those things were smaller than most modern zines. RPGs generally have a lot more page space to work with, but they're really erratic about including some insight as to why the designers did what they did.</p><p></p><p>The ones that do stick that sort of thing in are much appreciated, at least by me. Pelgrane's generally quite good about it, and 13th Age in particular has boxed input from multiple designers scattered throughout the rulebook.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9262354, member: 7044704"] It's kind of odd how much that's fallen out of favor over the years. I can remember most of the earliest games I owned back in the 70s dedicating a page or two to designer's notes, and those were old hex-and-counter wargames with comparatively brief rulebooks. Even some of the dinky little $3 microgames would often have a paragraph or three, and those things were smaller than most modern zines. RPGs generally have a lot more page space to work with, but they're really erratic about including some insight as to why the designers did what they did. The ones that do stick that sort of thing in are much appreciated, at least by me. Pelgrane's generally quite good about it, and 13th Age in particular has boxed input from multiple designers scattered throughout the rulebook. [/QUOTE]
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