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What's more important: core rules or adventures?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5621134" data-attributes="member: 54877"><p>First, I'll give you a somewhat different answer depending on whether you mean more important for the game to be a commercial/critical/celebrity success, versus more important for the game to run well at a given table and thus satisfy the participants.</p><p> </p><p>I'll not spend much time on the wider option. I'll merely note that if you produce adventures that people really do enjoy simply reading, you'll have a measure of the wider success that has little to do with the game at the table. Nor does this difference stop there.</p><p> </p><p>Limited to working at a table, though, I say that there are certain minimums that have to be met, and from then on, there is an inverse relationship between the importance of the system versus the adventures. That is, if the system and the adventures are all bad enough, it really doesn't matter, right? Which would you rather have, me banging on your right thumb with this ball peen hammer, or dropping this mini sledge on your bare toe? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /> <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p> </p><p>Get over that barrier, and the inverse relationship takes hold. Got barely adequate adventures. Hey guess what, I better be able to easily roll my own using the system, even if not predisposed to do so, and the system better be good enough on its own to justify this work. Start making your adventures better, and there isn't such pressure on the system. Make them a whole lot better, and suddenly some of those warts in the system-- that didn't matter all that much when the system was caring your group bodily though bad adventures--start to look a bit iffy.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5621134, member: 54877"] First, I'll give you a somewhat different answer depending on whether you mean more important for the game to be a commercial/critical/celebrity success, versus more important for the game to run well at a given table and thus satisfy the participants. I'll not spend much time on the wider option. I'll merely note that if you produce adventures that people really do enjoy simply reading, you'll have a measure of the wider success that has little to do with the game at the table. Nor does this difference stop there. Limited to working at a table, though, I say that there are certain minimums that have to be met, and from then on, there is an inverse relationship between the importance of the system versus the adventures. That is, if the system and the adventures are all bad enough, it really doesn't matter, right? Which would you rather have, me banging on your right thumb with this ball peen hammer, or dropping this mini sledge on your bare toe? :eek: :angel: :lol: Get over that barrier, and the inverse relationship takes hold. Got barely adequate adventures. Hey guess what, I better be able to easily roll my own using the system, even if not predisposed to do so, and the system better be good enough on its own to justify this work. Start making your adventures better, and there isn't such pressure on the system. Make them a whole lot better, and suddenly some of those warts in the system-- that didn't matter all that much when the system was caring your group bodily though bad adventures--start to look a bit iffy. [/QUOTE]
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