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What's more important: core rules or adventures?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5617889" data-attributes="member: 19675"><p>Really, it's like the riddle of the sphinx. What utility you get out of crunch or fluff depends highly on what stage of being a gamer you are.</p><p></p><p>EVERYBODY needs the core rules...up to a point. There comes a time when accretion of further mechanical additions is essentially just gilding on the lilly. A class based game probably won't be hurt by having 7 warrior classes and 18 kinds of Elf, but it isn't vital that it does so.</p><p></p><p>Adventures are more of an optional thing...but they are still incredibly important. Even though the rules give you all you need, a good adventure is like a "killer app" that can set your ruleset apart from others and really make people want to use it. In addition, different GMs have differing amounts of ability, creativity and time to write their own stuff- and that will vary not just from GM to GM, but over time as well. I started off running all the AD&D adventures, then began homebrewing, which I've done for a couple of decades now. But the older I get, the less time I have to create things all by myself- and the more often I think I'm being cliche- so I often adapt from purchased material. It helps keep me fresh. Another DM of my acquaintance is pretty good behind the screen, but with a job, a wife, and 3 kids, he simply doesn't have the time to homebrew, so all he runs are commercial adventures.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5617889, member: 19675"] Really, it's like the riddle of the sphinx. What utility you get out of crunch or fluff depends highly on what stage of being a gamer you are. EVERYBODY needs the core rules...up to a point. There comes a time when accretion of further mechanical additions is essentially just gilding on the lilly. A class based game probably won't be hurt by having 7 warrior classes and 18 kinds of Elf, but it isn't vital that it does so. Adventures are more of an optional thing...but they are still incredibly important. Even though the rules give you all you need, a good adventure is like a "killer app" that can set your ruleset apart from others and really make people want to use it. In addition, different GMs have differing amounts of ability, creativity and time to write their own stuff- and that will vary not just from GM to GM, but over time as well. I started off running all the AD&D adventures, then began homebrewing, which I've done for a couple of decades now. But the older I get, the less time I have to create things all by myself- and the more often I think I'm being cliche- so I often adapt from purchased material. It helps keep me fresh. Another DM of my acquaintance is pretty good behind the screen, but with a job, a wife, and 3 kids, he simply doesn't have the time to homebrew, so all he runs are commercial adventures. [/QUOTE]
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What's more important: core rules or adventures?
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