Jd Smith1
Hero
No, its the reality of the hobby.This is a failure of the game design, not the concept.
There is a minority within the hobby that buys, learns, and runs systems & settings, and a majority who just play.
No, its the reality of the hobby.This is a failure of the game design, not the concept.
I think it's a great idea, and one that would be genuinely helpful to a lot of publishers.
What about stand alone formats like markdown or epub?I don't know about the hobby at large, but I know what I'd like to see . . .
More publishers putting their stuff on web-based platforms like D&D Beyond and Demiplane. Preferably bundled with PDFs and perhaps other digital formats as well.
I'm currently running a LotR 5E campaign, and having the core book on D&D Beyond has made running the game SO MUCH EASIER AND SMOOTHER!!! I have the other LotR 5E books in PDF, and searching through a PDF during a game is a major PITA.
Exactly, excellent creatives doesn't mean great entrepreneurs.
Blades in the Dark?"Your game designers were so preoccupied with whether or not they could, they didn't stop to think if they should." - Dr. Ian Malcolm, Game Designer.
What would a zero prep game look like?
I haven't used either yet with gaming books, so I don't know.What about stand alone formats like markdown or epub?
Most of my books are in epub to give a stand alone flexible format for computers and mobile devices. I’ve also started releasing books in markdown for Obsidian or other markdown systems. This avoids the need for a centralized service line Beyond to be the only place.I haven't used either yet with gaming books, so I don't know.
I've tried epub novels, but being used to the simplicity of the Amazon Kindle walled garden, I didn't like my brief foray into epub.
How about lowering the rules barrier by having all the rules you need to run the adventure, and only the ones you need, inside the adventure.
I can only think of a couple of examples that do this (e.g. Lady Blackbird). We've always thought of RPGs as rule systems first, then adventures to support it. What design space can we open up if we flip the paradigm?
Haven't various games released these kinds of books in the past? Cyberpunk 2020 had Listen Up, You Primitive Screwheads!!!! from way back in 1994 which went over how to plan a campaign, including consulting the players about what they want (players get an opinion?), how to maintain a certain atmosphere, how to deal with players, etc., etc. In 1999, we got The GM's Survival Guide for Legend of the Five Rings which included advice on campaign and scenario structures. Both of these books have useful advice that is still applicable today.
I am just so tired of the "it can't be done" attitude. No wonder RPGs have barely evolved over 45 years (the first 5 showed big change).