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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9771117" data-attributes="member: 7044197"><p>You are correct. but... This goes soooo much deeper. </p><p></p><p>As <strong>Chaosium </strong>has found, even when you have a successful IP, i's hard to get out of, or heavily alter a system thanks to elder residual sales. Is BRP right for <strong>RuneQuest </strong>and <strong>Cthulhu</strong>? Maybe, maybe not. Is BRP the best system for Cthulhu or RuneQuest? Maybe, but probably not - <em>but it does not matter</em>. Changing either of those venerable games from their core systems by the parent IP owner would likely destroy the established fan base. </p><p></p><p>So then what? = Sell your IP to others and let them make sidereal games (as Call of Cthulhu does). Or publish IP content with no rules (as RuenQuest does) allowing players to use any version of the rules they like, but still come to <em>you </em>for the big IP sales. </p><p></p><p>....</p><p></p><p>And then we have <strong>Monte Cook games</strong>, selling a million dollar Kickstarter on what amounts to a GURPS system but with intent for bespoke alterations (which IMHO, is the very core reason why GURPS is a rather poor choice for most all games). They did make money on the Magnus Archives (big IP), but Invisible Sun did fine in its own right, with no grand IP source.... </p><p></p><p>...</p><p>There are even more variants and sub parts to selling a game...</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9771117, member: 7044197"] You are correct. but... This goes soooo much deeper. As [B]Chaosium [/B]has found, even when you have a successful IP, i's hard to get out of, or heavily alter a system thanks to elder residual sales. Is BRP right for [B]RuneQuest [/B]and [B]Cthulhu[/B]? Maybe, maybe not. Is BRP the best system for Cthulhu or RuneQuest? Maybe, but probably not - [I]but it does not matter[/I]. Changing either of those venerable games from their core systems by the parent IP owner would likely destroy the established fan base. So then what? = Sell your IP to others and let them make sidereal games (as Call of Cthulhu does). Or publish IP content with no rules (as RuenQuest does) allowing players to use any version of the rules they like, but still come to [I]you [/I]for the big IP sales. .... And then we have [B]Monte Cook games[/B], selling a million dollar Kickstarter on what amounts to a GURPS system but with intent for bespoke alterations (which IMHO, is the very core reason why GURPS is a rather poor choice for most all games). They did make money on the Magnus Archives (big IP), but Invisible Sun did fine in its own right, with no grand IP source.... ... There are even more variants and sub parts to selling a game... [/QUOTE]
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