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What's the state of the RPG industry and where is it going?
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<blockquote data-quote="Bluenose" data-source="post: 6071802" data-attributes="member: 49017"><p>I don't know how useful this observation is, and I know it's not true for all games, but there's one subject that almost always gets much more consideration in American RPGs than it does in British/European ones. Gear. Whether it's the pages and pages of magic items in D&D, the scores of different types of rifle (and ammunition) in Traveller, the books of equipment design sequences for GURPS; American designers love their gear, and I presume it appeals to the players too. I do not notice this in British/European RPGs to any extent. Warhammer warriors use a Hand Weapon - oh, you can go into more detail, but you don't need to - and it's cosmetic whether that's a sword, an axe, or a mace let alone what particular type of sword. And this doesn't seem to bother the British and European people I game with, or the designers.</p><p></p><p>What that implies for designers is that you need to write more about gear, and have it matter, for a large proportion of the American market. For the British/European one, if anything I'd go the other way and make it less significant what the character has by way of equipment.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6071802, member: 49017"] I don't know how useful this observation is, and I know it's not true for all games, but there's one subject that almost always gets much more consideration in American RPGs than it does in British/European ones. Gear. Whether it's the pages and pages of magic items in D&D, the scores of different types of rifle (and ammunition) in Traveller, the books of equipment design sequences for GURPS; American designers love their gear, and I presume it appeals to the players too. I do not notice this in British/European RPGs to any extent. Warhammer warriors use a Hand Weapon - oh, you can go into more detail, but you don't need to - and it's cosmetic whether that's a sword, an axe, or a mace let alone what particular type of sword. And this doesn't seem to bother the British and European people I game with, or the designers. What that implies for designers is that you need to write more about gear, and have it matter, for a large proportion of the American market. For the British/European one, if anything I'd go the other way and make it less significant what the character has by way of equipment. [/QUOTE]
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