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Why D&D is slowly cutting its own throat.
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<blockquote data-quote="Celebrim" data-source="post: 2262148" data-attributes="member: 4937"><p>So Mark, if you'll indulge me one more time, I'd like to have your opinion as a publisher. </p><p></p><p>Could it be that the reason that there are not many good modules on the market is that writing a compelling module is harder than writing up a rules supplement? Is the good fluff harder to do than the crunch? </p><p></p><p>To me, it seems like it is, because I can smith out rules as I need them and feel I'm doing a pretty good job. I respect a good crunch writer, but generally speaking I don't feel that the quality of the crunch on the market vastly exceeds what I could do myself. I think if I had the time, I could write up a crunch product - even several products - that might appeal to enough people to sell as a PDF. But I don't think that I could start churning out modules that appealled to a wide audience, and certainly not as easily. It could be that this is just because I'm a stronger rulesmith than story teller, but I was wondering whether in your opinion whether this perception that fluff is harder than crunch is more general amongst real game authors?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2262148, member: 4937"] So Mark, if you'll indulge me one more time, I'd like to have your opinion as a publisher. Could it be that the reason that there are not many good modules on the market is that writing a compelling module is harder than writing up a rules supplement? Is the good fluff harder to do than the crunch? To me, it seems like it is, because I can smith out rules as I need them and feel I'm doing a pretty good job. I respect a good crunch writer, but generally speaking I don't feel that the quality of the crunch on the market vastly exceeds what I could do myself. I think if I had the time, I could write up a crunch product - even several products - that might appeal to enough people to sell as a PDF. But I don't think that I could start churning out modules that appealled to a wide audience, and certainly not as easily. It could be that this is just because I'm a stronger rulesmith than story teller, but I was wondering whether in your opinion whether this perception that fluff is harder than crunch is more general amongst real game authors? [/QUOTE]
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