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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7383066" data-attributes="member: 82106"><p>Exactly. Story Now is self-limiting. You can produce 100's of little niche story games, but its very hard to produce packaged adventures. This means its just not a very lucrative format. By the very nature of the thing, even if 'classic' RPGs were less appreciated, they would still individually be the big sellers because there are only a few of them, and they sell 'APs' or 'modules' quite well. </p><p></p><p>Furthermore, if you're a GM its an easy pattern to fall into, just pick up a module and you're all set for the next 2-3 months of play. All you need to do is read ahead some every week, and present the material. As long as the players are ready and willing to go ahead and play to the assumptions of the material and follow the given story, pretty much, it all goes OK. Now and then maybe the GM has to kind of 'jigger' things a little to keep it moving in the prescribed direction, but on the whole it 'works'. </p><p></p><p>Many of the D&D modules, particularly earlier ones, were in any case of the sort of you're in over your head type, you couldn't really 'back out' easily. The A series for instance pretty much, you could beat feet at some points, but only if you want to give up on the premise the series starts with, finding the slaves.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7383066, member: 82106"] Exactly. Story Now is self-limiting. You can produce 100's of little niche story games, but its very hard to produce packaged adventures. This means its just not a very lucrative format. By the very nature of the thing, even if 'classic' RPGs were less appreciated, they would still individually be the big sellers because there are only a few of them, and they sell 'APs' or 'modules' quite well. Furthermore, if you're a GM its an easy pattern to fall into, just pick up a module and you're all set for the next 2-3 months of play. All you need to do is read ahead some every week, and present the material. As long as the players are ready and willing to go ahead and play to the assumptions of the material and follow the given story, pretty much, it all goes OK. Now and then maybe the GM has to kind of 'jigger' things a little to keep it moving in the prescribed direction, but on the whole it 'works'. Many of the D&D modules, particularly earlier ones, were in any case of the sort of you're in over your head type, you couldn't really 'back out' easily. The A series for instance pretty much, you could beat feet at some points, but only if you want to give up on the premise the series starts with, finding the slaves. [/QUOTE]
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