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General Tabletop Discussion
*TTRPGs General
What’s the draw of licensed games?
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<blockquote data-quote="kronovan" data-source="post: 9820483" data-attributes="member: 6775134"><p>I see licensed products as 2 types:</p><p>1) where the IP is closely tied to a custom (often new) set of rules.</p><p>2) where the IP is adapted to an existing set of rules - usually a universal one.</p><p></p><p>I rarely buy the 1st type, but on occasion do buy the 2nd. </p><p></p><p>When I reflect upon the past decade or so, Dragon Age, Call of Cthulhu, A Time of War and Pendragon are the only TTRPGs I've bought that might fall under the 1st. While for the 2nd type I've bought a good many. Even with Dragon Age; while I did run campaigns set in its world, I also used its AGE rules to run a campaign set in Midgard. For Cthulhu 7 I have Cthulhu Dark Ages and 1 of my 2 sets of homebrewed adventures is set in 6th century France - so not exactly the Lovecraft canon. Pendragon I'm new to and so far have only run adventures set in its Medieval England, but I've already done a fair amount of pondering as to how I might adapt AGOT to its rules.</p><p></p><p>I prefer the 2nd type, but that's mostly due to homebrewing being more my thing. I find I can sometimes borrow the better features from the adaptation of a license product for my homebrews. I own Mongoose Traveler 2, but my primary reason for getting it was that I didn't like AToW and wanted to use MGT2 for campaigns set in the Battletech verse - use it more as a universal rule system. I've since moved on to Cepheus Engine for that. One thing I appreciate about this 2nd type, is that reading how someone else adapted a a licensed IP can be very inspiring for homebrewing my own worlds. Or maybe even doing a custom adaptation of a favorite license, that no official publisher has taken up.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9820483, member: 6775134"] I see licensed products as 2 types: 1) where the IP is closely tied to a custom (often new) set of rules. 2) where the IP is adapted to an existing set of rules - usually a universal one. I rarely buy the 1st type, but on occasion do buy the 2nd. When I reflect upon the past decade or so, Dragon Age, Call of Cthulhu, A Time of War and Pendragon are the only TTRPGs I've bought that might fall under the 1st. While for the 2nd type I've bought a good many. Even with Dragon Age; while I did run campaigns set in its world, I also used its AGE rules to run a campaign set in Midgard. For Cthulhu 7 I have Cthulhu Dark Ages and 1 of my 2 sets of homebrewed adventures is set in 6th century France - so not exactly the Lovecraft canon. Pendragon I'm new to and so far have only run adventures set in its Medieval England, but I've already done a fair amount of pondering as to how I might adapt AGOT to its rules. I prefer the 2nd type, but that's mostly due to homebrewing being more my thing. I find I can sometimes borrow the better features from the adaptation of a license product for my homebrews. I own Mongoose Traveler 2, but my primary reason for getting it was that I didn't like AToW and wanted to use MGT2 for campaigns set in the Battletech verse - use it more as a universal rule system. I've since moved on to Cepheus Engine for that. One thing I appreciate about this 2nd type, is that reading how someone else adapted a a licensed IP can be very inspiring for homebrewing my own worlds. Or maybe even doing a custom adaptation of a favorite license, that no official publisher has taken up. [/QUOTE]
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