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Thoughts on the Failure of Licensed IP in the Hobby: The Lack of Disney-fication is a Feature, not a Bug
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<blockquote data-quote="practicalm" data-source="post: 8927173" data-attributes="member: 6777923"><p>Ghostbusters was built along the idea of the players being franchise operators. I think they did stat up the original characters but the goal wasn't to be those characters.</p><p></p><p>Back to the original post, Dungeons and Dragons does three things well that contributes to it's success.</p><p>1. Player growth. The zero to hero is laid out in the level chart. You know what powers you are going to get access too if you keep on the treadmill. Point and skill based games give incremental progress that doesn't translate as well to the anticipation feeling you get when a new power is coming. </p><p></p><p>2. Enemy progression. In a lot of IP based games, the enemies you face don't necessarily progress in power like Dungeons and Dragons enemies do. Few IP based games have an enemies list like the Monster Manual (and it's successors). Call of Cthulhu has a good variety of enemies but a campaign may be based off of one of them and their cultists. Super Heros should have a wide variety of villains but the power of the villains doesn't necessarily get an upgrade like the enemies you are facing as you level up in Dungeons and Dragons.</p><p></p><p>3. Story Creation. In Dungeons and Dragons, GMs are not really limited at all. When you work in the realm of an existing IP, there are expectations of the players about what should or shouldn't be there. It's bad enough that Dungeons and Dragons has people who will raise complaints if your Forgotten Realms isn't like the novels, but if your James Bond game doesn't fit the player's preconception it seems harder to manage. </p><p></p><p>A minor point related to 3 is ease of creating content as a GM. In Dungeons and Dragons you can randomly roll up a dungeon and while it is not the greatest game you could be having, it would work. To create a session in an IP based game, it takes a bit more work. (Except maybe the super hero genre, where you can improve villains at [x] location doing [y] crime for [z] reason). Your content is going to be compared to the original IP work and that can be a hard comparison.</p><p></p><p>I was thinking there might be a fourth characteristic but I'm not sure.</p><p>Most fantasy games don't have the characters within a hierarchy or even within society.</p><p>Modern and future games put people in the context of law and order</p><p>Star Trek and James Bond have bosses they need to report too</p><p>The freedom from restraint may be a factor.</p></blockquote><p></p>
[QUOTE="practicalm, post: 8927173, member: 6777923"] Ghostbusters was built along the idea of the players being franchise operators. I think they did stat up the original characters but the goal wasn't to be those characters. Back to the original post, Dungeons and Dragons does three things well that contributes to it's success. 1. Player growth. The zero to hero is laid out in the level chart. You know what powers you are going to get access too if you keep on the treadmill. Point and skill based games give incremental progress that doesn't translate as well to the anticipation feeling you get when a new power is coming. 2. Enemy progression. In a lot of IP based games, the enemies you face don't necessarily progress in power like Dungeons and Dragons enemies do. Few IP based games have an enemies list like the Monster Manual (and it's successors). Call of Cthulhu has a good variety of enemies but a campaign may be based off of one of them and their cultists. Super Heros should have a wide variety of villains but the power of the villains doesn't necessarily get an upgrade like the enemies you are facing as you level up in Dungeons and Dragons. 3. Story Creation. In Dungeons and Dragons, GMs are not really limited at all. When you work in the realm of an existing IP, there are expectations of the players about what should or shouldn't be there. It's bad enough that Dungeons and Dragons has people who will raise complaints if your Forgotten Realms isn't like the novels, but if your James Bond game doesn't fit the player's preconception it seems harder to manage. A minor point related to 3 is ease of creating content as a GM. In Dungeons and Dragons you can randomly roll up a dungeon and while it is not the greatest game you could be having, it would work. To create a session in an IP based game, it takes a bit more work. (Except maybe the super hero genre, where you can improve villains at [x] location doing [y] crime for [z] reason). Your content is going to be compared to the original IP work and that can be a hard comparison. I was thinking there might be a fourth characteristic but I'm not sure. Most fantasy games don't have the characters within a hierarchy or even within society. Modern and future games put people in the context of law and order Star Trek and James Bond have bosses they need to report too The freedom from restraint may be a factor. [/QUOTE]
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