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What's more important: core rules or adventures?
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<blockquote data-quote="chaochou" data-source="post: 5618309" data-attributes="member: 99817"><p>If you look at game design over the last, say, 15 years you can see more and more systems for which pre-writing an adventure is redundant.</p><p></p><p>You can look at designs like FATE (The Dresden Files etc), Fiasco, Apocalypse World and see that 'the adventure' is created there at the table, rather than written down beforehand.</p><p></p><p>The distinction between 'system' and 'adventure' was fairly generally accepted (in my recollection) back when Call of Cthulhu was written, but I think it's becoming increasingly blurred, and in some games the two are one and the same.</p><p></p><p>However, I agree that there are many systems that do pre-suppose a GM will write or buy an adventure, and if that's how you write your system it seems odd not to provide them.</p><p></p><p> </p><p></p><p>No idea. Especially when you see Paizo appearing to make such a success of that approach.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5618309, member: 99817"] If you look at game design over the last, say, 15 years you can see more and more systems for which pre-writing an adventure is redundant. You can look at designs like FATE (The Dresden Files etc), Fiasco, Apocalypse World and see that 'the adventure' is created there at the table, rather than written down beforehand. The distinction between 'system' and 'adventure' was fairly generally accepted (in my recollection) back when Call of Cthulhu was written, but I think it's becoming increasingly blurred, and in some games the two are one and the same. However, I agree that there are many systems that do pre-suppose a GM will write or buy an adventure, and if that's how you write your system it seems odd not to provide them. No idea. Especially when you see Paizo appearing to make such a success of that approach. [/QUOTE]
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